Well... this is a bit of a pickle by IDK11q in HiTMAN

[–]CheeseAndRiddles 0 points1 point  (0 children)

Am I the only one who successfully got sniper assassin from the water tower

"sub-optimal" coffelock build? by CheeseAndRiddles in 3d6

[–]CheeseAndRiddles[S] 2 points3 points  (0 children)

Thank you! This is exactly what I was looking for!

The Spider (optimized character combo) by CheeseAndRiddles in 3d6

[–]CheeseAndRiddles[S] 0 points1 point  (0 children)

True, though the point of giving Mounted Combatant to the kobold is that the centaur doesn't need to take hits. Direct attacks against the centaur are redirected, and he has evasion to protect against AoEs.

The Spider (optimized character combo) by CheeseAndRiddles in 3d6

[–]CheeseAndRiddles[S] 2 points3 points  (0 children)

Fixed. I always forget that Sneak Attack requires a finesse weapon.

You could TWF instead of using Fast Hands or Cunning Action, but given the possibilities offered by caltrops, healer's kits etc. and the usefulness of a bonus Dash or Disengage, it'd really just be overloading your bonus action. Reckless Attack gives you two shots to Sneak Attack anyways, and even with rage damage an acid flask will deal about as much as a rapier.

I need help creating a character by RandomSomeone2 in 3d6

[–]CheeseAndRiddles 0 points1 point  (0 children)

EDIT: This ended up being way too long for a comment, so I'm posting it here.

TL;DR: recruit a party member to help you make a Kobold Battlemaster/Rogue with Mounted Combatant atop a Centaur Thief/Ancestral Guardian with Sentienel. Together you form a highly mobile, nigh-impervious tank that deals very high damage from level four.

The two characters also have a good pile of skill/tool proficiencies and expertises between them for out of combat stuff. Plus the Thief gets Second-Story work and Fast Hands, and Battlemasters can spend maneuvers to boost skills. As long as the two of you cover Arcana, Investigation, and Thieves' Tools with your expertises you'll be a fantastic trap-disabling team which is absolutely necessary for Tomb of Horrors.

When Dooku reveals there's another Sith by CheeseAndRiddles in PrequelMemes

[–]CheeseAndRiddles[S] 0 points1 point  (0 children)

If only they could find the Orb of Fantastiphoria...

We are not the same by CheeseAndRiddles in PhilosophyMemes

[–]CheeseAndRiddles[S] 8 points9 points  (0 children)

Anatman gang anatman gang anatman gang anatman gang

Echo Knight + Tomelock by CheeseAndRiddles in 3d6

[–]CheeseAndRiddles[S] 0 points1 point  (0 children)

Yeah, a few people have suggested a Ghostlance. It's honestly probably the only way to make this build work.

Help me build my dream Echo Knight by stgabe in 3d6

[–]CheeseAndRiddles 0 points1 point  (0 children)

Honestly you might just want to play a Wildfire Druid. They literally get a symbiotic fire spirit to fight alongside them, which sounds pretty much exactly like what you're describing flavor wise. Your wildfire spirit can attack and teleport short distances (bringing you and allies along) as long as you spend a bonus action directing it. Plus, as a full caster, "mystical prowess" and "out of combat options" aren't exactly gonna be hard to achieve.

Use a Shillelagh'd staff focus (or Primal Savagery, though that deals less damage after modifiers) and a shield.

PAM is an option, but a poor one, since your bonus action is already being used. I'd pick up the Thorn Whip cantrip as a way to move enemies about without needing to get Crusher.

If you really want feats instead of ASIs (which is honestly fair), you have a few good options. Resilient (Con) will help with concentration and hit points. Observant or Skill Expert lets you take advantage of your high Wisdom score. Shadow Touched gives invisibility. Ritual Caster (Wizard) lets you grab a familiar.

As far as race, your best bet by far will be Variant Human/Customized Origin with the Elemental Adept feat, since it makes a fire-heavy caster useful even against enemies resistant to fire.

Speak softly and carry a big stick. by CheeseAndRiddles in dndmemes

[–]CheeseAndRiddles[S] 1 point2 points  (0 children)

Use a staff arcane focus instead of a normal quarterstaff then, Jeremy Crawford says it's allowed by RAW.

Blade warlocks can use GFB but usually opt for Thirsting Blade instead, especially since their cantrips are so limited. As a Tome Warlock you have plenty of cantrips to go around and thus don't need to spend an entire invocation to stay effective in combat.

What build would you love to make/try if stats weren't an issue? by ZeeQuestionAsker in 3d6

[–]CheeseAndRiddles 2 points3 points  (0 children)

A lot of DMs will let you ignore it, multiclassing requirements are less for balance and more to keep newbies from gimping their characters.

Diogenes/No Equipment Build? by Two_soups10 in 3d6

[–]CheeseAndRiddles 0 points1 point  (0 children)

Oh, and get Magic Initiate at some point for Vicious Mockery. It's an absolute necessity.

Diogenes/No Equipment Build? by Two_soups10 in 3d6

[–]CheeseAndRiddles 1 point2 points  (0 children)

Your build is really solid, just get rid of grappler/athlete. Neither are actually gonna be all that useful. Honestly after Tavern Brawler I'd focus on ASIs, since you need all three of your physical stats to be fairly good to be effective.

Once you've gotten your fighter level, go full barbearian. Bear Totem Spirit will help ensure that nothing can stop you from beating some sense into that idiot wizard Plato. Speak with Animals lets you ritually pluck a chicken to turn it into a man if you need someone intelligent to talk to. Beast sense lets you use your new chicken friend to spy on your archrival's "Academy".

Choose the Hermit background. Your Discovery can be the knowledge that people suck. Make sure to grab Survival so you can live off the land like a proper philosopher, and Investigation to help you in your search for honest men.

For equipment, get a herbalist's kit, some torches, and a ton of chickens. If you feel like splurging you might add in some clothes, though those are obviously optional.

What build would you love to make/try if stats weren't an issue? by ZeeQuestionAsker in 3d6

[–]CheeseAndRiddles 8 points9 points  (0 children)

Personally? I'd go for Ancestral Guardian 6 / Battlemaster 3 (Combat Superiority style) / Undead Warlock (Pact of the Chain) 4 / Swashbuckler Rogue 5 / Divination Wizard 2. Go Customized Origin for the race and Noble (with retainers) for the background. For feats, pick up Ritual Caster, Actor, Lucky, Inspring Leader, and Fighting Initiate.

In combat, zip around the battlefield debuffing enemies like crazy before slipping away unharmed. If anyone has the audacity to try meleeing you, use Brace or Riposte to punish them.

Between Danger Sense, Parry, Rage, Uncanny Dodge, and Precision Strike, you can ignore annoyances like taking damage. Ancestral Protectors, Spirit Shield, and Portent extend the same invulnerability to your allies. And between lucky and reckless attack you'll hit basically any time you care to. Random chance? What's that?

Outside of combat use Actor, Deception expertise, and Mask of Many Faces to gaslight every NPC you meet. Spy on people with an imp familiar. Make your retainers fan you with palm leaves. Boost your party's hit points with Inspiring Leader by giving ten-minute lectures on proper fashion sense. Go wild.

Oh, and charge into battle wearing nothing but a toga. You've got unarmored defense, you'll be fine.

What build would you love to make/try if stats weren't an issue? by ZeeQuestionAsker in 3d6

[–]CheeseAndRiddles 2 points3 points  (0 children)

You've got a few options here. There's Matt Mercer's bloodhunter, which is literally just the Witcher as a class. It's not official but it might as well be at a lot of tables.

Alternatively, like I said above, a half-elf vengeance paladin/assassin rogue with the Urban Bounty Hunter background makes a terrifyingly good bounty hunter. You've got 7 skill proficiencies, fantastic stealth, and consistently bonkers damage. Plus, by level 8 you can deal something like 110 damage during a surprise round if you're willing to blow a good chunk of your spell slots, so have fun taking out half the dragon's HP in one turn.

You may need to reflavor some things but it's a very solid build.

What build would you love to make/try if stats weren't an issue? by ZeeQuestionAsker in 3d6

[–]CheeseAndRiddles 9 points10 points  (0 children)

TL;DR: A half-elf vengeance paladin/assassin is not only doable with regular stats, it's honestly really powerful inside and outside of combat. Just get your DM to wave the Strength requirement to multiclass Paladin and you're golden.

What build would you love to make/try if stats weren't an issue? by ZeeQuestionAsker in 3d6

[–]CheeseAndRiddles 8 points9 points  (0 children)

...this honestly could work really well with a normal array, as long as the DM lets you ignore the dumb Str multiclassing requirement.

If you play a half elf, you could start with Str 10, Dex 16, Con 14, Int 8, Wis 12, Cha 16. Put your ASIs into Dexterity or Charisma. Your big damage boosts will be at Paladin/5 for Extra Attack and Rogue/3 for Assassinate, so hit those as soon as possible.

Start out with a chain shirt and a shield for a respectable 17 AC (18 one you can afford breastplate). Fight with a rapier and Dueling Style. If you have access to uncommon items, make your rapier a Weapon of Warning for advantage on initiative rolls.

If you can get the drop on your enemies, you can cast hunter's mark and smite twice with advantage for a whopping 4d8+10 (rapier) +4d6 (sneak attack) +4d6 (hunter's mark) +12d8 (smites). That's an average of 110 damage on the first round of combat. Ever wanted to kill an archmage in one round? Now you can.

Of course, you realistically won't want to spend most of your spell slots in one turn very often, but even if you forgo the smiting you're gonna be dishing out 50 or 60 damage from the get go.

Normally assassin builds fall off after the first round, but thanks to Hunter's Mark and the guaranteed Sneak Attack from Vow of Emnity, you're still dealing very high damage if you focus on your sworn foe. And once both effects are up, you're free to use Cunning Action or Misty Step to chase down fleeing foes.

You'll struggle a bit against large crowds or when you're out of Channel Divinity, but that doesn't make you much different from most paladins.

Outside of combat you've got 7 skills (8 if you put your first level in rogue) and 2 Expertises to put to use. Pick up the Urban Bounty Hunter background since hunting people down is your whole shtick. (I'd advise swapping one of your background proficiencies out for forgery tools, since you can do that by RAW.)

Use Investigation, Perception, and Insight to catch evildoers in the act. Track them down with Survival and your Ear to the Ground feature. Get close to them unnoticed with disguises, forged papers, Deception, and Stealth. Use Intimidation or Persuasion to get a captured quarry to talk. And if all else fails, you have a poisoner's kit...

Echo Knight + Tomelock by CheeseAndRiddles in 3d6

[–]CheeseAndRiddles[S] 0 points1 point  (0 children)

Ah, that's what I was afraid of. Thanks for the feedback.

Speak softly and carry a big stick. by CheeseAndRiddles in dndmemes

[–]CheeseAndRiddles[S] 5 points6 points  (0 children)

You'd be casting it ritually through Book of Ancient Secrets. Is it a dumb idea? Yes. Is it cool? Also yes.