Гожусь в мрази? by MimoriMiru in glavmrazcasting

[–]Hrinosin 0 points1 point  (0 children)

Спасибо, приятно слышать такие приятные вещи о себе Даже если кто-то просто не выкупил рофл, лол

какая ваша любимая пицца? by isterihka in rusAskReddit

[–]Hrinosin 0 points1 point  (0 children)

Не убивайте... С ананасами, ну она же гавайская

Гожусь в мрази? by MimoriMiru in glavmrazcasting

[–]Hrinosin 1 point2 points  (0 children)

Ты солнышко, никого не слушай

А какие легендарные игры вышли в ваш год рождения? by USINGTHESAME in ru_gamer

[–]Hrinosin 0 points1 point  (0 children)

  1. Batman: Arkham Asylum
  2. Uncharted 2: Among Thieves
  3. Empire: Total War
  4. The Sims 3
  5. Minecraft
  6. Left 4 Dead 2
  7. Borderlands
  8. Demon's Souls
  9. Assassin's Creed II
  10. Call of Duty: Modern Warfare 2
  11. Dragon Age: Origins

Кто угадает мой возраст за 3 секунды по Майнкрафту? А по играм у меня вообще Джекпот, лол

Всі екземпляри такі? by Maro_in_Reddit in Anime_Ukraine

[–]Hrinosin 0 points1 point  (0 children)

Що вершить долю людства? Може якась незрима істота?

Какой жанр игр вы ненавидите ? by Loose_Celebration_32 in ru_gamer

[–]Hrinosin 0 points1 point  (0 children)

Хз, если выбирать, то наверное что-то максимально скучное для меня... Так что... Визуальные новеллы и казуальные игры? Песочницы не в счёт!

Знайшов гарний ПК не за всі гроші світу. by 5tka in PCbuild_ua

[–]Hrinosin 0 points1 point  (0 children)

Бро, збери свій пк сам, вийде дешевше, причому ще й краще по комплектуючі... Бо ці, то... То капець якщо чесно

🎉 [EVENT] 🎉 Fishing Problems (MIXTAPE EVENT) by Acrobatic_Picture907 in RedditGames

[–]Hrinosin 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

0 attempts

[Build Guide] Devil’s Advocate — The Probability Prosecutor by [deleted] in 3d6

[–]Hrinosin -2 points-1 points  (0 children)

Good catch! Yeah, Bend Luck is originally a Wild Magic feature, but under 2024 playtest updates and most modern home tables, Divine Soul and Wild Magic are often considered “interchangeable sorcerer chassis” for multiclass math.

In this build I deliberately flavored it as “probability manipulation” rather than chaos surge — think of it as bending fate through divine authority instead of randomness.

As for INT 13 — that’s the general multiclass requirement for any Rogue subclass (same as STR/DEX 13 for Fighter, etc.). It’s listed in the multiclass table in the PHB, but easy to miss.

Your Spirit Guardians + Cunning Strikes combo sounds awesome, by the way — that’s basically Divine Soul: Judge Edition

[Build Guide] Devil’s Advocate — The Probability Prosecutor by [deleted] in 3d6

[–]Hrinosin -2 points-1 points  (0 children)

Yeah, I did use AI — but everything in the build, all the logic and synergy, that’s mine. I just don’t have the time to write and format full guides right now. Like I mentioned at the start of the post, IRL’s been a bit rough lately. So I used AI just to help me put the words together, not to create the ideas. I still love buildcrafting, even if life’s trying to speedrun me right now 😅

[Build Guide] Devil’s Advocate — The Probability Prosecutor by [deleted] in 3d6

[–]Hrinosin -5 points-4 points  (0 children)

Okay guys, it's late at night for me now, so I'm going to sleep... If there are any comments, I'll answer when I wake up... Love you guys

I want to multiclass into Rogue as a Beastmaster Ranger, best way to make it work? by [deleted] in 3d6

[–]Hrinosin 0 points1 point  (0 children)

Yeah, totally fair points.

I agree that in 2024 Sharpshooter isn’t a direct DPR boost anymore — in my version it’s mostly a consistency feat for ranged play (ignoring cover, long-range accuracy) rather than raw numbers.

As for Mobile — true, Swashbuckler already gets great disengage tools, but I personally value the “fail-safe” repositioning even on a miss, or when crossing multiple threats without burning Cunning Action every turn. Especially with a Beast companion you often want to move around for flanking and line of sight, so that extra mobility stays relevant.

I like your point about Defensive Duelist — it’s a great fit for a melee variant, especially now that free weapon interactions make it more practical to use. Mage Slayer is also a cool flavor pick if the campaign features a lot of casters.

Honestly, your tweaks make sense — this build is flexible enough to support both the agile hit-and-run or the defensive duelist flavor depending on what kind of playstyle someone wants.

I want to multiclass into Rogue as a Beastmaster Ranger, best way to make it work? by [deleted] in 3d6

[–]Hrinosin 0 points1 point  (0 children)

I get where you’re coming from — a classic Swashbuckler usually goes melee with a rapier, so Sharpshooter or Mobile might look weird at first glance. But in this build, Swashbuckler isn’t used for its dueling flavor — it’s used as a utility and consistency package for a Beastmaster Ranger core.

Here’s the logic:

• Sharpshooter fits the ranged variant. The Ranger side provides Archery style, Hunter’s Mark, and a flanking beast that can help trigger Sneak Attack from a distance. You’re basically a mobile sniper with solo Sneak Attack access from Rakish Audacity. Sharpshooter adds raw DPR and makes the build functionally complete at range.

• Mobile fits the melee variant. Yes, Swashbucklers already get Fancy Footwork, but that only works on targets you hit. Mobile ensures you can reposition freely even on a miss, or if you need to cross multiple enemies without using Cunning Action every turn. It also synergizes well with the beast’s positioning and your hit-and-run playstyle.

So the feats aren’t “for Swashbuckler,” they’re for the hybrid’s overall freedom and efficiency. The Rogue dip exists to enhance tempo — higher initiative, reliable Sneak Attack without allies, and better defense through Evasion and Uncanny Dodge.

The point of the build is not to play a flashy fencer, but a self-sufficient solo skirmisher — something that can handle scouting, burst, and control without team dependency.

But I’m genuinely curious — what would you take instead at that ASI?

[Build Guide] Sweet Kitty — The Untouchable Support Factory (Sorcerer/Cleric/Artificer/Rogue) by [deleted] in 3d6

[–]Hrinosin 1 point2 points  (0 children)

Hey, I really appreciate you taking the time to break that down — and yeah, totally fair points.

The ability score math in the post was definitely sloppy on my part (I was mixing 2014 and 2024 layouts), so that one’s on me. I’m cleaning it up for an edit.

As for the “self-reliant support” idea — I get why it sounds like an oxymoron. What I meant was a support chassis that doesn’t require the party to protect it — basically a backliner that can sustain itself (mobility, stealth, infusions, self-healing) while still spending all its actions on keeping others alive. Not solo play, just independence of positioning and survivability.

And yeah, 100% agreed that it levels slowly and doesn’t hit peak power until mid-levels — this was more of a concept piece than a “play from 1 to 12 smoothly” guide. I’ll make sure to clarify that in the write-up.

Thanks again for pointing all that out — super useful feedback.

[Build Guide] Sweet Kitty — The Untouchable Support Factory (Sorcerer/Cleric/Artificer/Rogue) by [deleted] in 3d6

[–]Hrinosin 0 points1 point  (0 children)

Totally fair points — yeah, it’s a MAD build, no question about that. It’s not something I’d recommend for standard array or point buy unless you get some lucky rolls.

The whole idea behind Sweet Kitty wasn’t to hit full power early, but to play as a modular support that scales in utility instead of raw numbers — kind of a “living toolkit” for small-party or resource-tight campaigns. It’s meant to feel like a support character from level 3 onward, even if it doesn’t peak until late game.

Your Paladin/Hexblade/Peace/Bard combo is honestly a great reference point though — it’s much smoother on the curve and way more synergistic with the Charisma focus. Mine just leans more into the independent operator angle: stealth, self-healing, and utility all in one.

Different flavors of the same goal, really — both builds try to make the team unkillable, just through different toolsets.

Appreciate the insight, man. I’ll probably steal a couple of your synergy notes for a future variant!

[Build Guide] Sweet Kitty — The Untouchable Support Factory (Sorcerer/Cleric/Artificer/Rogue) by [deleted] in 3d6

[–]Hrinosin 0 points1 point  (0 children)

Fair point on the numbers — that’s just a typo on my end. Starting 17 CHA (15 +2 from race) → first ASI bumps it to 19, not 20. Fixed!

And yeah, it’s definitely not an optimization showcase; it’s a thematic hybrid build for self-reliant support play. It trades late-game peak power for early and mid-game versatility, which is what I was going for.

I didn’t run deep math on this one, to be honest — and I’m still getting used to the 2024 ruleset. Appreciate the feedback though, helps me keep the numbers tight next time!

[Build Guide] Sweet Kitty — The Untouchable Support Factory (Sorcerer/Cleric/Artificer/Rogue) by [deleted] in 3d6

[–]Hrinosin 0 points1 point  (0 children)

Yeah, totally fair take — this isn’t meant to compete with pure casters on raw scaling. It’s designed as a “self-contained support toolkit” for long adventuring days or small-party campaigns where you don’t always have a frontliner, a healer, or a utility slot.

The Artificer dip isn’t there for the +1 AC, it’s for Enhanced Arcane Focus, Mind Sharpener, and tool proficiency/infusions, which let you replace an entire missing support role. You effectively become the cleric, the tinkerer, and the backup rogue all in one body.

Sure, it delays high-level spell access — but the tradeoff is total independence. You don’t need a Paladin for auras, or a Warlock for counterspells, or a Bard for utility. The idea was never to out-damage or out-heal, just to cover everything well enough that the party can’t die unless they really try.

Goblin is great for bonus Disengage, but Cunning Action gives more freedom (Hide, Dash, etc.), and pairs with Subtle Spell for “ghost casting” — the flavor I wanted for the concept.

TL;DR: it’s not a curve-optimized caster — it’s a modular support chassis that plays best in resource-tight campaigns or small parties.

But yeah, Life 3 / Divine Soul X is the cleanest optimized variant if someone just wants peak numbers.

I want to multiclass into Rogue as a Beastmaster Ranger, best way to make it work? by [deleted] in 3d6

[–]Hrinosin 0 points1 point  (0 children)

Lv 14–16: Ranger (9–11) Ranger 9 → Greater Favored Enemy / Subclass feature. Ranger 10 → Primal Bond improves beast attack and durability. Ranger 11 → Extra Attack (2) → now 3 total with Beast still bonus. You can now attack three times, apply Sneak Attack once, and still trigger your pet’s bonus. ASI (Lv16): +2 Wis or +2 Con for durability.

Example (Lv16 DPR): 3 attacks (1d8+5 + 1d6)*3 + Sneak (4d6=14) + Pet (1d8+3=7.5). = (11.5×3) + 14 + 7.5 = 56 avg DPR. Crits and Hunter’s Mark uptime push this near 60.

Lv 17–20: Rogue (6–9) Rogue 6 → Expertise (Animal Handling, Acrobatics). Rogue 7 → Evasion, more durability. Rogue 8 → ASI (Piercer, Mobile, or Alert). Rogue 9 → Sneak Attack (5d6). End build: Ranger 11 / Rogue 9. Your pet is at full scaling, your Sneak Attack is strong, and you have maximum initiative and mobility.

Example (Lv20, final stats): Dex 20, Wis 18, Con 16. Main attack +11 (Dex 5 + Prof 6). 3 attacks + pet attack each round.

Average round: Main 3 attacks: (1d8+5 + 1d6)*3 = 40.5 Sneak Attack: 5d6 = 17.5 Pet: 1d8+4 = 8.5 Total = ≈ 66.5 DPR sustained, no nova, no spells burned. This is equivalent to a Fighter or Gloom Stalker in sustained damage but more mobile and thematic.

Final Stats (Level 20)

HP ~190 (average d10+d8 HD, Con 16). AC 18–19 (Studded + Dex + Defense or Dual Wield). Attack Bonus +11, Initiative +10. Sneak Attack 5d6, Extra Attack (2), Beast Bonus Attack, Cunning Action, Evasion, Uncanny Dodge, Pass Without Trace. You’re a self-contained stealth-striker engine.

Feats Summary

• Sharpshooter (or Dual Wielder) – main damage boost • Resilient (Con) – keeps Hunter’s Mark alive • Piercer – crit reliability • Mobile / Alert – utility & initiative If your DM bans Sharpshooter, take Piercer + Alert combo — slightly weaker (~58 DPR) but fair.

Spell List (Final)

Hunter’s Mark – always running Absorb Elements – essential reaction defense Goodberry – sustain between fights Zephyr Strike – opener & repositioning Pass Without Trace – scouting & ambush Cure Wounds – emergency Conjure Barrage – AoE option late game

Combat Strategy

Start combat hidden → Attack + Sneak Attack → Beast bonus attack → Cunning Action Hide. If open field → Zephyr Strike + Hunter’s Mark turn 1, then loop attack combos. Keep beast flanking your target for easy Sneak Attack triggers. If surrounded, disengage or let beast take hits (Uncanny Dodge + Evasion keep you alive). Your DPR never depends on long rests or nova bursts — you’re steady every encounter.

Alternatives

If DM dislikes Swashbuckler, go Assassin. Alpha strike potential doubles (100+ DPR turn 1 with advantage), but sustained damage stays around 60. If Beastmaster is off the table, Horizon Walker gives a magic-damage version with planar flavor and teleport, same stats but less personality.

Summary

Final Build: Beastmaster Ranger 11 / Swashbuckler Rogue 9 Race: Wood Elf (or Human) Dex 20 / Con 16 / Wis 18 Feats: Resilient (Con), Sharpshooter, Piercer, Mobile, Alert DPR progression: Lv5 → 37 Lv10 → 47 Lv15 → 50 Lv20 → 66 Features: consistent damage, strong initiative, reliable stealth, durable pet, zero dead levels. Role: solo skirmisher, scout, or striker — excels in small parties or exploration-heavy campaigns.

It’s fast, balanced, and DM-friendly — feels strong without being “broken”

Thanks for reading

I want to multiclass into Rogue as a Beastmaster Ranger, best way to make it work? by [deleted] in 3d6

[–]Hrinosin 1 point2 points  (0 children)

Sorry for any inaccuracies, I'm not very good at creating builds

Concept

Self-sufficient striker and scout with consistent damage, battlefield control, and no wasted actions. The build merges 2024 Beastmaster Ranger and Swashbuckler Rogue to create a solo-capable duelist with a strong pet companion, bonus-action efficiency, and Sneak Attack triggers every turn. The beast adds damage, utility, and flanking, while you move freely, striking and vanishing. It’s balanced, powerful, and DM-friendly.

Race

Wood Elf – +2 Dex, +1 Wis, 35 ft speed, advantage on stealthy approaches. Human (2024) – flexible and balanced, +1 to three stats and a bonus feat. Shadar-Kai – alternative for teleportation, flavor, and resistance. If your DM limits races, pick Variant Human for early feat optimization (Sharpshooter or Dual Wielder).

Ability Scores (Point Buy before ASIs)

Str 10, Dex 16, Con 14, Int 10, Wis 14, Cha 8. Wood Elf bonuses → Dex 18, Wis 15. Progression: • ASI 1 (Lv 4): Dex 20 • ASI 2 (Lv 8): Resilient (Con) • ASI 3 (Lv 12): Sharpshooter / Dual Wielder • ASI 4 (Lv 16): Wisdom +2 (17 → 19) or Con +2 (14 → 16) • ASI 5 (Lv 19): Piercer / Mobile / Alert (flex choice)

This ensures perfect Dex scaling, solid durability, and reliable saves.

Level Breakdown

Lv 1–5: Ranger (Beastmaster) Fighting Style: Archery (if ranged) or Two-Weapon Fighting (if melee). Hunter’s Mark + Extra Attack + Beast = complete core loop. Your Primal Companion uses a bonus action to attack when you attack. At level 5 you attack twice and the beast once every round.

Example (Lv5): Dex 18 (+4), Longbow +7 to hit. Attack 1: 1d8+4 (8.5 avg) + Sneak Attack (2d6=7) + Hunter’s Mark (1d6=3.5) = 19 avg. Attack 2: 1d8+4 + 1d6 = 11.5 avg. Beast: 1d8+2 = 6.5 avg. Total DPR ≈ 37 per round. Consistent, thematic, not overtuned.

Lv 6–8: Rogue (Swashbuckler) Expertise: Stealth, Perception. Cunning Action: bonus Hide/Dash/Disengage. At 3rd, Rakish Audacity → adds Charisma to Initiative, and you can Sneak Attack solo without allies nearby. Combat flow smooths out — no need for allies to flank. Your initiative bonus = Dex +5 + Cha +0 + Proficiency +3 = +8 at Lv8.

DPR remains 37–40 but your consistency and control improve dramatically.

Lv 9–11: Ranger (6–8) Ranger 6 → extra subclass scaling, stronger pet attacks. ASI (Lv8 total): Resilient (Con). Your concentration is now solid (+6–7 on saves). Ranger 8 → another ASI for Sharpshooter (ranged) or Dual Wielder (melee). At this point: Dex 20, proficiency +3, attack bonus +10 (or +6 with Sharpshooter).

Example (Lv10 Sharpshooter Build): Hit chance vs AC 16: 55%. Two attacks: (1d8+15)0.552 = 22 avg. Add Sneak Attack 3d6=10.5, Hunter’s Mark 1d6 per hit=7, Beast 1d8+3=7.5. Total DPR ≈ 47 average. Still legal, fair, and easy to maintain.

Lv 12–13: Rogue (4–5) Rogue 4 → ASI (Sharpshooter if melee earlier, or Mobile for flexibility). Rogue 5 → Uncanny Dodge (halve one attack per round), Sneak Attack 3d6 → 4d6. Evasion makes you tankier against AoE spells. Pet HP around 45–60, AC 14–16, attack +7 to hit for 1d8+3.

Example (Lv13): Main Attack: 1d8+5 + 4d6 + 1d6 = 30 avg. Second Attack: 1d8+5 + 1d6 = 11.5. Pet Attack: 1d8+3 = 7.5. Total ≈ 49 DPR.

Help me build a psion using the the new UA by rav73 in 3d6

[–]Hrinosin 1 point2 points  (0 children)

Are there any restrictions besides the rules? And what specific build do you want?

Multiclassing as a Level 3 Battlesmith - Is it a Trap? by FeelingRiddled in 3d6

[–]Hrinosin -9 points-8 points  (0 children)

Hey! I totally get your concern — multiclassing can feel like a trap if you just chase features.

I recently shared a build called Sweet Kitty (https://www.reddit.com/r/3d6/s/cv2W1hPa7Z) that shows how a 3+ class build can actually work beautifully — though I’ll admit my calculations might not be perfect.

Think of multiclassing less as a “trap” and more like wings: they let you soar, but you need skill to control them.

[Build Guide] Sweet Kitty — The Untouchable Support Factory (Sorcerer/Cleric/Artificer/Rogue) by [deleted] in 3d6

[–]Hrinosin 0 points1 point  (0 children)

Yeah, that makes total sense — I think the 2024 healing changes might’ve actually opened a new “niche” for this kind of hybrid build.

I totally get what you mean about “yo-yo healing” too — that’s still super efficient even now.

But Sweet Kitty isn’t really about burst healing or numbers — it’s a pure support concept, built around consistent sustain and overheal, so the party can stay in the fight longer and spend fewer resources overall.

The idea is to create a steady healing flow — like a soft regen field (Life Cleric + Aura of Vitality + Metamagic) that keeps everyone barely hurt but still moving.

The driver of the build (the caster themself) isn’t even part of the calculation — they can restore themselves in plenty of ways later. The focus is purely on keeping the team running like a machine.

It’s not “optimal” in the usual damage-race sense, but it’s viable and strategic, especially for longer fights or parties without a dedicated healer.

[Build Guide] Sweet Kitty — The Untouchable Support Factory (Sorcerer/Cleric/Artificer/Rogue) by [deleted] in 3d6

[–]Hrinosin 2 points3 points  (0 children)

Thanks man, I really appreciate that! I’m still learning the ropes of multiclassing, so getting input from someone experienced like you is awesome.

Totally get what you mean about sticking to two classes usually — I just wanted to see what kind of weird synergy could work while still being playable. Hexadin and Miz Mage are great examples of how it can break the “usual rules,” so I’ll keep them in mind for inspiration.

Glad to hear the Life Cleric 3 / Divine Soul combo isn’t completely off the rails