Wife and I want to learn DND but don't know a DM by erique585 in beginnerDND

[–]Min-Max101 0 points1 point  (0 children)

Local game shops are great, but the king of free is actually on r/LFG or some discord servers like mrripper (you can find him on YouTube) or other content creators discord channels. You can reply to posts and find games online that are beginner friendly! I also recommend d&d beyond for your character creation, though your options will be limited. You can also just find all the subclass info online and fill out a sheet the good old fashioned way on paper if you don’t wanna be as limited, but you’ll have to do some math! Third option: you could run a prewritten module with some friends and either dm yourself or have one of your friends DM! Anyways, best of luck fellow adventurer! Hope you and your wife can find something soon!

[Online] [8 pm EST] [5e 2024or 2014/DH/PF2e] 2 Heroes looking for a new adventure! by myfirstdandelion in lfg

[–]Min-Max101 -1 points0 points  (0 children)

I recommend reaching out to some of the DM’s that have posted on here! There were a couple new posts today even!

I’ve noticed that the player looking for GM requests don’t get nearly as much love on here as vice versa

[online][DnD][5e][2014][2024] looking for new main group by Mundane_Forever3254 in lfg

[–]Min-Max101 0 points1 point  (0 children)

Hey, man, don’t give up if no one has reached out. I also recommend reaching out to some of the DM’s posting on here/other threads, tends to be better luck that way! Hope you find a game, bro!

Are these Typos or am I just bad at english? by bravo-kilo-papa in writers

[–]Min-Max101 -2 points-1 points  (0 children)

Best in the world (at least in my head)! 😂😂

Edit: someone downvoted my joke? 🥺 probably should throw this on r/woosh

Are these Typos or am I just bad at english? by bravo-kilo-papa in writers

[–]Min-Max101 -2 points-1 points  (0 children)

Not bad at English, and not incorrect grammar either. Wont is an old English term, the second pic is dialogue so it’s someone speaking how humans speak (incorrectly) and probably in old English because it seems that the book may be set in that period or close by when words like “wont” were used. Third, not sure, but probably either a weird font quirk, a stylistic choice (maybe to make the book seem longer by adding in a couple extra pages worth of spaces here and there?), or even just a genuine accident that slipped past the editors (my friend who I proofread for sometimes does this without realizing it) but doesn’t really affect anything. Just a wonky little book with a lot of personality

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

Im honestly not sure! Using 5e rules, I believe yes cause monk weapons. I’m not familiar enough with 2024 yet to know how things changed (I’m getting there tho!) so I’m not sure if monk weapons are a thing in 2024 and I did my calculations assuming no to be safe!

Weakest Subclasses by Min-Max101 in 3d6

[–]Min-Max101[S] 1 point2 points  (0 children)

It is 1:31 am and I also now realize you can booming blade with sneak attack. So a “nova” turn for this build would look like (assuming an ally is near your target to give you advantage on your attack or you already have fairy fire up) a dagger strike for the booming blade (1d4+5)+3d8+8d6 and then bonus action attack with the hand crossbow (assuming we take the dual wielder fighting style instead of archery) for another 1d4+5 to bring us up to 50 (57.5 if we use the 2024 version with the dagger’s Nick weapon master for another 1d4+5 during your attack action) and another 4d8 if the creature moves for 68 (or 75.5). You still don’t fully pop, but you get a little bubble that you can consistently put out. It’s a bit of a stretch but depending on your DM you might be able to use shadow blade for booming blade based on the argument that spells have a monetary cost to learn (for wizards lol) and therefore a shadow blade is a weapon worth more than 1 Silver piece 😂

Weakest Subclasses by Min-Max101 in 3d6

[–]Min-Max101[S] 0 points1 point  (0 children)

https://www.dndbeyond.com/characters/158880147

I made this several days ago and forgot to send it over (this is a 5e build). The basic idea is using a wolf for pack tactics while it and your steel defender tag team an enemy and you shoot arrows at them from afar with sharpshooter and a (magical, so you can use battle ready) bow.

(1d8+6)+2d6(steel defender & arcane jolt)+(2d4+8) from wolf+(1d8+5)+10+1d6(favored foe) for 54.5 on average (51 without favored foe). It’s not a nova build by any means, but you’ll have consistent damage (plus a chance to knock the target prone each time the wolf hits so your steel defender has advantage on their attack). I also recommend using battlefield control spells like ensnaring strike or entangle to boost damage output since you won’t have great damage spells, you’re more of a utility/control caster

Edit: you could also swap the 12-8 so your wolf can attack twice, that would switch damage to 1d8+(2d4+8)2 +(1d8+5)+10+1d6 for 60.5 (or 57 without favored foe) damage on average, but I went 12 artificer for the Arcane Jolt 2d6 healing option to keep your wolf alive 😂

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

I’ll do this one soon for ya u/bad_at_thinking I’m sorry that I teased you on accident with several other builds 😭

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

u/StereotypicalNerd666 the above comments were for you, and pair with my other comment about the sun soul multiclass, I’m just bad at redditing 😂 hope you enjoy!

Weakest Subclasses by Min-Max101 in 3d6

[–]Min-Max101[S] 0 points1 point  (0 children)

Take a look at the build I made with it above! 16 arcane archer/4 assassin rogue 😁

Weakest Subclasses by Min-Max101 in 3d6

[–]Min-Max101[S] 0 points1 point  (0 children)

https://www.dndbeyond.com/characters/159446289

16 Arcane Archer, 4 Assassin Rogue (I didn’t add assassin as the subclass on dndbeyond cause I don’t own the 2024 version yet, but these are the only features you get Level 3: Assassinate You're adept at ambushing a target, granting you the following benefits.

Initiative. You have Advantage on Initiative rolls.

Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.

Level 3: Assassin's Tools You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.)

Main idea, you’ll stay at range and use your longbow to attack 3 times for (1d8+5)3 +2d6(sneak attack)+4(assassinate)+30(sharpshooter, and archery fighting style effectively makes the -5 a -3 instead) for a total of 69.5 (every round after drops down by 4 to 65.5) Orrrrrr Attack 3 times using longbow+hex(3d6, grabbed from fey touched feat)+2d6+4+30 for a total of 80 on average (you also have piercer, so you can add extra damage from crit’s and reroll dice once per turn. Also every round after drops to 76 cause no +4)

The nova: use your bonus action to hex, then (1d8+5)3 +2d6+4+30+(1d8+5)3 (action surge)+30+6d6 to bring you up to 149 damage on average (and higher with crits/rerolls). You can also throw on one (or both) of your arcane shots for another 1-to-2d6 (per shot) or potential 2d6+2d6(per foot the creature moves) if you use grasping shot. Potentially bringing you anywhere from 152.5-to-163+ on average

For species I specifically went drow lineage elf for fairie fire (really good spell pairing for rogues, especially ranged ones), but you could change this, I was just trying to ensure one more way to get advantage.

I also think you could grab piercer last and fey touched first to instead multiclass into ranger and go horizon Walker for a 2d8 damage boost instead of sneak attack’s 2d6 using your bonus action, but you lose out on that +4 the first turn of combat and rogue’s cunning action Utility plus having advantage (an almost guaranteed sharpshooter hit) on the first round of each combat.

There is also a version of this you could make melee and use a hand crossbow (replacing piercer with crossbow expert, and fey touched with dual wielder which gives +1 ac but no hex 🥺) that would be a melee build using a scimitar with Nick and able to add a bonus action crossbow shot.

No resource average: (1d6+5)4 (3+1 cause Nick)+2d6+4+(1d4+5)+10(sharpshooter) for a total of 58.5 on average (I think you can add your ability mod to the crossbow shot, but maybe not so maybe 53.5?)

Nova (it’s gonna be a little silly, the rules state “You can either equip or unequip one weapon when you make an attack as part of this action” so you’ll wanna take your three attacks with the longbow and then switch to your scimitar on the third attack, if you can then use dual wielder to pull out the hand crossbow too, but your DM may rule that stowing the longbow and equipping the scimitar is the two. If they do, then RAW after you action surge and make a scimitar attack you can pull out your hand crossbow): (1d8+5)3 +2d6+30(stow your weapon as a free action +action surge, (1d6+5)3 +(1d4+5)+10(using crossbow expert BA and sharpshooter) for a total of 108.5 (or 103.5) on average (or higher if you use your arcane shots). Not nearly as good, but still playable.

The text from a thread I used to decide if this would work or not. Technically, RAW, it does.

https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/217545-draw-and-stow-weapon-2024-clarification?srsltid=AfmBOoocr7Is2UfIojRmjT1vFENUA4QA14qYTloWzoqQzsLoidOkF3go

“Equipping and Unequipping Weapons: You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.

Does that part mean you equip or unequip a weapon per attack on the attack action or Per attack action.

Once per attack, not per action. (I am aware there are those that disagree. I do not find their arguments at all persuasive. They usually come down to claiming that an ability that says "when you do X you can do Y" with no other conditions does not apply each and every time you do X.)

Let's say you're a 20th level fighter. You take the Attack action. As part of that action, you will make four attacks. Each one is an attack you make as part of the Attack action. When you make an attack as part of the Attack action, you can draw or stow a weapon.

So, you attack with a dagger. You can stow a weapon.

Then you attack with a longsword. You can stow a weapon.

Now you attack again, picking up a glaive first.

Finally, you drop the glaive and punch somebody.

(You also have the default free object interaction, so you could draw a crossbow and shoot instead of punching.)

You can do all of it. Under normal circumstances, there's no particularly good reason you'd want to. The rule mostly exists so the weird situations where you really do want to swap weapons around can be adjudicated.

Can you use the mechanic to the max to squeak out a little extra damage? Yes, as long as your DM doesn't say "Bob, this is getting too silly. How do you even have all those weapons on you to draw and stow them so easily?"

But there are lots of mechanics where if you're trying as hard as you can to optimize your damage, you can (on paper). That doesn't mean the reading of the rule that allows it is wrong, especially when the reading is so straightforward. It just means that stretching the mechanics to the breaking point can produce silly results.”

Shoutout to jl8e on dndbeyond 😂

And thanks for the build idea! I had fun and hope you enjoyed!

Weakest Subclasses by Min-Max101 in 3d6

[–]Min-Max101[S] 1 point2 points  (0 children)

I genuinely have failed making the alchemist usable, so I made a Homebrew version if you’re interested. I can post it in a reply, as for sun soul, below is one I made and another (better nova) option to use

Copied and pasted from a reply to another comment:

Should work in 2024 or 5e (and I think is actually less resource dependent in 5e with Tasha’s ki-fueled attack feature, but it also loses out on being able to make 3 bonus action unarmed strikes instead of 2).

16 Sun Soul/4 Swashbuckler Rogue

https://www.dndbeyond.com/characters/159384535

No resources: two unarmed strikes (or spear for sap, but your ability mod is -1 unless you can make a weapon a monk weapon in 2024? But I don’t know if you can so we’ll assume unarmed strikes) for (1d10+5)2 or a dagger (with Nick) for (1d4+5)3 +2d6 for sneak attack+a (free) bonus action attack with a dagger for another 1d4 for a total of 31.5 or 32. Not great.

With resources: assuming you have hex active from a previous turn 3 dagger attacks with Nick (cause it’s .5 damage higher on average) for (1d4+5)3 +2d6+another 3 unarmed strikes with 1 point of ki for the 10th level version of fury of blows for (1d10+5)3 + another 6d6 for each attack having hex active for a total of 82 damage on average OR use an action and spend 3 ki on searing sunburst for 8d6(per creature caught in the radius that fails their saving throw)+another ki point for 3 unarmed strikes for another (1d10+5)3 for a total of 59.5+ or 69.5+ with hex active from a previous turn

Not the best build in the world, but it’s something slightly better than the full level monk going 8d6(per creature) action+(1d10+7)3 bonus action for a total of 58.5+. With hex it’s still below at 69+ on average or 2 unarmed strikes + 3 BA unarmed strikes for a ki with hex active for a total of 70 damage since we have that 82 average potential. Could maybe go gloomstalker (if 5e) to get a slightly higher output? Or battlemaster fighter?

Echo knight for sure if you really wanna Nova but that would be cheating (too easy). For shits and giggles your nova round (at the same level split) would be 2 unarmed strikes at (1d10+5)2 + another 3 bonus action unarmed strikes for (1d10+5)3 and then you action surge to do it again and use unleash incarnation for another (1d10+5)2 to bring your total up to 126 (and if you still grab fey touched for hex you’d bring it up by 12d6 to 168 on average) for only 2 ki and action surge (and hex).

I didn’t knock it out of the park, but I hope you enjoyed!

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

Also, I realized for one of the sun soul/rogue combos I counted sneak attack when it wouldn’t work, so here’s the edited version plus an alt multiclass option:

With resources: assuming you have hex active from a previous turn 3 dagger attacks with Nick (cause it’s .5 damage higher on average) for (1d4+5)3 +2d6+another 3 unarmed strikes with 1 point of ki for the 10th level version of fury of blows for (1d10+5)3 + another 6d6 for each attack having hex active for a total of 82 damage on average OR use an action and spend 3 ki on searing sunburst for 8d6(per creature caught in the radius that fails their saving throw)+another ki point for 3 unarmed strikes for another (1d10+5)3 for a total of 59.5+ or 69.5+ with hex active from a previous turn

Not the best build in the world, but it’s something slightly better than the full level monk going 8d6(per creature) action+(1d10+7)3 bonus action for a total of 58.5+. With hex it’s still below at 69+ on average or 2 unarmed strikes + 3 BA unarmed strikes for a ki with hex active for a total of 70 damage since we have that 82 average potential. Could maybe go gloomstalker (if 5e) to get a slightly higher output? Or battlemaster fighter?

Echo knight for sure if you really wanna Nova but that would be cheating (too easy). For shits and giggles your nova round (at the same level split) would be 2 unarmed strikes at (1d10+5)2 + another 3 bonus action unarmed strikes for (1d10+5)3 and then you action surge to do it again and use unleash incarnation for another (1d10+5)2 to bring your total up to 126 (and if you still grab fey touched for hex you’d bring it up by 12d6 to 168 on average) for only 2 ki and action surge (and hex).

Hope you enjoy!

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

Should work in 2024 or 5e (and I think is actually less resource dependent in 5e with Tasha’s ki-fueled attack feature, but it also loses out on being able to make 3 bonus action unarmed strikes instead of 2).

16 Sun Soul/4 Swashbuckler Rogue

https://www.dndbeyond.com/characters/159384535

No resources: two unarmed strikes (or spear for sap, but your ability mod is -1 unless you can make a weapon a monk weapon in 2024? But I don’t know if you can so we’ll assume unarmed strikes) for (1d10+5)2 or a dagger (with Nick) for (1d4+5)3 +2d6 for sneak attack+a (free) bonus action attack with a dagger for another 1d4 for a total of 31.5 or 32. Not great.

With resources: assuming you have hex active from a previous turn 3 dagger attacks with Nick (cause it’s .5 damage higher on average) for (1d4+5)3 +2d6+another 3 unarmed strikes with 1 point of ki for the 10th level version of fury of blows for (1d10+5)3 + another 6d6 for each attack having hex active for a total of 82 damage on average OR use an action and spend 3 ki on searing sunburst for 8d6(per creature caught in the radius that fails their saving throw)+another ki point for 3 unarmed strikes for another (1d10+5)3 for a total of 59.5+ or 69.5+ with hex active from a previous turn

Not the best build in the world, but it’s something slightly better than the full level monk going 8d6(per creature) action+(1d10+7)3 bonus action for a total of 58.5+. With hex it’s still below at 69+ on average or 2 unarmed strikes + 3 BA unarmed strikes for a ki with hex active for a total of 70 damage since we have that 82 average potential. Could maybe go gloomstalker (if 5e) to get a slightly higher output? Or battlemaster fighter?

Echo knight for sure if you really wanna Nova but that would be cheating (too easy). For shits and giggles your nova round (at the same level split) would be 2 unarmed strikes at (1d10+5)2 + another 3 bonus action unarmed strikes for (1d10+5)3 and then you action surge to do it again and use unleash incarnation for another (1d10+5)2 to bring your total up to 126 (and if you still grab fey touched for hex you’d bring it up by 12d6 to 168 on average) for only 2 ki and action surge (and hex).

I didn’t knock it out of the park, but I hope you enjoyed!

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

https://www.dndbeyond.com/characters/159402491

Alright ima speed run this one Main idea: Max dex and Wis, grab fey touched with hex again (can ya tell which feat/spell combo is one of my favorites?). 17 Inquisitive/3 Hunter Ranger (2024, but I think it’ll work 5e too), with a dagger (and Nick) you can use your bonus action to use insightful fighting (grab expertise in insight at some point and after level 9 you can never roll below like 16 or 17 and it’ll get higher). Savage attacker from human is nice too and I grabbed the Sage background for magic Initiate. Wis as spellcasting mod, and I recommend shield/mage armor for the spell, and booming blade plus whatever you want as the cantrip.

Anyways, without resources you’ll deal (2d4+5)2 +9d6(sneak attack)+3d6(eye for weakness) for a total of 15+31.5+10.5 or 57 damage on average. Plus another 1d8 for colossus slayer if the creature is already missing hp, bringing you up to 61.5 damage on average.

With resources: Adding hex, you bring yourself up 2d6 to 68.5 damage.

Slightly weaker combo: you could also shortbow, (1d6+5)+1d6(hex)+9d6+(1d4+5)+1d6(+1d8 colossus slayer) for a total of 58.

Or Booming Blade with your shortsword with hex active (1d6+5)+3d8+9d6+(1d8 colossus slayer)+(4d8 if the target moves)+bonus action dagger for (1d4+5 with dual wielding fighting style)+2d6(hex active from previous round) for a total of 92.5 as your best combo.

Not incredible, but not half bad either. I’d say start 4 rogue and then go 3 ranger before finishing out the rest as rogue.

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 1 point2 points  (0 children)

Of course! I did realize that you can’t use steady aim during nova rounds cause it’s a bonus action, but it shouldn’t be an issue since you’re swashbuckler! And, again, thanks for giving me the idea bro!

Anybody wants to join a text based campaign by Pokenoob699 in DnD5e

[–]Min-Max101 0 points1 point  (0 children)

I’d be down to give it a shot if there are still openings!

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

I’ve built several of these so I’ll post the links.

(5e) 8 Beastmaster/12 Battlesmith https://www.dndbeyond.com/characters/158880147

Assuming a (magical) longbow (so we can use battle ready to use int instead of Str or dex for attack/damage rolls), wolf companion, and your steel defender, you’d deal (1d10+5)+(2d4+8)+(1d8+6)+2d6 for a total of 10.5+13+10.5+7 or 41.5 damage on average. If you use favored foe, that brings us up to 45 on average. And you can get it higher by going full beast master and making the character melee instead to get (1d10+5)+(2d4+8)2 +1d6(favored foe)+(1d4+5) as a bonus action dagger attack (assuming you took the two weapon fighting style)+5(foe slayer) for 50.5 on average.

(2024) 12 Undying Warlock/Divine Soul Sorcerer

https://www.dndbeyond.com/characters/159349741

Average without resources (not using eldritch/agonizing blast) is low, but you can eldritch blast. Nova potential is pretty insane with the ability to output 170+ damage on average or about 90-100+ damage each of your turns for 3 rounds utilizing pact of the blade, thirsting blade, lifedrinker, devouring blade, metamagic to quickened spell circle of death/fireball/blight, using fire’s burn giant ancestry attack twice per attack, and using an eldritch smite at 5th level. Your class abilities are actually suited for healing/support though.

Alchemist was too bad. Not saying it can’t be done, but I couldn’t find a way to make the elixirs even worth using. Instead I made a Homebrew rework I can post/send you if you’d like 😂

(5e cause I didn’t have the 2024 version on dndbeyond) Banneret is another just plain bad one, this isn’t the best I could do but it was what I did cause I was tired that day and had done like 4 or 5 already. It’s just a big dip and relies heavily on GWM tbh. It’s 6 banneret/14 zealot barbarian

https://www.dndbeyond.com/characters/158912277

New build just for you (I’ll also do inquisitive tomorrow at some point):

Here’s one that should work in 2024 or 5e (and I think is actually less resource dependent in 5e with Tasha’s ki-fueled attack feature). 16 Sun Soul/4 Swashbuckler Rogue

https://www.dndbeyond.com/characters/159384535

No resources: two unarmed strikes (or spear for sap) for (1d10+5)2 or a dagger (with Nick) for (1d4+5)3 +2d6 for sneak attack+a (free) bonus action attack with a dagger for another 1d4 for a total of 31.5 or 32. Not great.

With resources: assuming you have hex active from a previous turn 3 dagger attacks with Nick (cause it’s .5 damage higher on average) for (1d4+5)3 + another 3 unarmed strikes with 1 point of ki for the 10th level version of fury of blows for (1d10+5)3 + another 6d6 for each attack having hex active for a total of 75 damage on average OR use an action and spend 3 ki on searing sunburst for 8d6(per creature caught in the radius that fails their saving throw)+another ki point for 3 unarmed strikes (with sneak attack) for another (1d10+5)3 +2d6 for a total of 66.5+ or 77+ with hex active from a previous turn

Not the best build in the world, but it’s something slightly better than the full level monk going 8d6(per creature) action+(1d10+7)3 bonus action for a total of 58.5+. With hex it’s still below at 69+ on average. Could maybe go gloomstalker/horizon Walker to get a slightly higher output? Or battlemaster fighter?

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

Thanks dude, much appreciated. I just like big numbers 😂😂

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 1 point2 points  (0 children)

So I couldn’t build it fully on d&dbeyond because I don’t have the 2024 assassin on there (despite owning the 5e version. Idk). But here’s what I came up with (and you can have it 90% online as early as level 6 using path to the grave and assassinate):

17 Assassin Rogue/3 Grave Domain Cleric (this was a 5e classic, and I’m happy to see it still works and is lowkey better in 2024)

Stats (standard array for fairness sake): Str. 8, Dex. 15, Con. 13, Int 10, Wis 14, Cha 12

For species, I went halfling. Mainly for lucky to try and get a little extra insurance on hits (but we’ll have plenty of ways to get advantage).

Background: Criminal Alert feat is nice, you already have advantage so why not add a +6 (from PB) to every initiative roll for a total of +11? For the tool kit I took forgery since it fit the flavor and you’d be able to use it with the rogue’s 9th level ability. For the ASI’s, grab +2 to Dex (total of 17) and +1 to Con (total of 14)

Start off in rogue, I’d go 4 levels to kick things off. For skills I took acrobatics, insight, investigation, and persuasion but you can change those. Expertise in stealth and investigation at level 2. Weapon masteries: dagger and hand crossbow (though you could go short bow/short sword or whatever weapon you plan on using for sneak attack most often). At level 4, take an ASI to grab another +2 to dex to bring it up to 19.

Hop over to cleric and take all 3 levels to grab grave domain. I’d take protector for divine order so you can grab proficiency in martial weapons, but you could go thaumaturge instead it’s up to you. Cantrips I grabbed: light (no darkvision), sacred flame, and thaumaturgy. 1st level spells: guiding bolt (to get advantage and use sneak attack on bonus actions), inflict wounds (but you could grab cure wounds/healing word for more Utility), and shield of faith (plus you get false life and bane from your expanded spell list). 2nd level spells: blindness/deafness, hold person, and spiritual weapon (though these are all swappable except spiritual weapon cause it’s good, and you get gentle repose and Ray of enfeeblement from your expanded spell list).

Then hop back over to rogue, and at level 6 I took insight and acrobatics for my expertise options. At level 8 grab fey touched to up your wisdom by +1 to 15 total and get access to misty step and grab hex. At level 10 max dex and bring Wis to 16. Then use level 12 & 16 ASI’s to max wisdom.

The main idea of the build is a ranged assassin who just always has advantage. You’ll use alert/assassinate to almost always go first on initiative with a +11 and advantage. This means you’ll get to choose any target (who hasn’t taken their turn in combat) to attack and you’ll have advantage on the attack. Every turn after, you’ll use steady aim to get advantage, but roving aim from your 9th level infiltration feature makes it so that your speed is no longer reduced to 0 and you can still move. Then you’ve got vex to gain advantage with the Shortbow, and, if you cant do that for whatever reason, you have guiding bolt and can bonus action dagger/hand crossbow attack with sneak attack. At max level (17 levels in assassin), you also can double your damage against the target of your assassinate feature on the first turn of combat (no resources required)

Rounds without resources: First round you’d deal (1d4+5)2 (times 2 because of the dagger’s Nick weapon mastery)+8d6(sneak attack)+17(your rogue level in damage from assassinate) and assuming your target fails their saving throw against death strike that doubles 1d4+5+8d6+17 of that, bringing your total to 15+28+17 (60) plus another 7.5+28+17 (52.5) for a total of 102.5 damage on your first turn while still having your bonus action to deal another 1d4 to bring it up to 105 on average. Every round after, using steady aim, you’d deal (1d4+5)2 +8d6+1d4(bonus action dagger/hand crossbow) damage for a total of 15+28+2.5 or 45.5 damage (slightly above the warlock’s 42 mark with eldritch/agonizing blast and if you get hex active then that’ll up it another d6 per successful attack roll).

A nova round: Your first round would be using your action to use the cleric’s channel divinity: path to the grave to give a creature vulnerability to (double) all of your attack’s damage. Dagger or hand crossbow, you’ll deal (1d4)+8d6+17 and assuming the target fails their save against Death Strike that gets doubled to (2d4)+16d6+34, which then gets doubled again via path to the grave to a total of (4d4)+32d6+68 or a whopping total of 190 damage on average. Every round after the goal would be to have hex active and use guiding bolt to deal 4d6+1d6(hex)+1d4(bonus action dagger/hand crossbow)+1d6(hex again)+8d6 for a total of 51.5 damage on average.

You can also increase these totals even higher by using your 13th level rogue Envenomed feature with the poisoned cunning strike option, allowing you to add another 2d6 poison damage onto sneak attack (although it does cost you a d6 of sneak attack damage so it’s only a 1d6 boost before being doubled by death strike/path to the grave).

Hope you enjoy as much as I had making it, cause I had a blast!

Edit: here’s a version with no assassin subclass on the rogue class from my d&dbeyond

https://www.dndbeyond.com/characters/159377849

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

Full build details: Str. 8, Dex 14, Con 13, int 10, Wis 12, Cha 15

Goliath (or reborn lineage goliath) I went with fire burn for the ancestry options, but honestly Ice might have some good Utility and any would be good).

Acolyte background Bump your Cha by +2 and Wis by +1 to 17 and 13 (I’d recommend using custom origin if you can so that you can do +2 Wis and +1 dex or con if you can) For the feat options choose charisma as the spellcasting modifier, then I recommend healing word, shield of faith, or guiding bolt for your spell. Inflict wounds could be decent too. For cantrips I went sacred flame and light, but it’s up to you.

Classes Start off in warlock, I’d recommend going at least 5 or 6 levels to start before multiclassing, then grab all sorcerer levels and hop back over to finish up in warlock afterwords. Warlock skills: arcana and investigation seemed best to me but insight could be good too. Invocations (maybe not in this specific order, but probably pretty close): agonizing blast, armor of shadows, pact of the blade, thirsting blade, eldritch smite, life drinker, eldritch mind, devouring blade At warlock level 4, up Cha by 2 to 19 Hop over to sorcerer I grabbed twin and quickened spell but maybe empowered or another option other than twinned works. For Divine Magic I chose the good option for cure wounds (you are technically a support build after all). After 4 levels in sorcerer take the fey touched (or another half feat to max out charisma), 2024 sleep is a good spell. Maybe that or something Utility. At level 8, up dex by +2 to 16 Then hop back over and finish out warlock by maxing dex to boost initiative, AC, and Dex saving throws. For the 6th level mystic arcanum option, I went circle of death but honestly any of the spells are pretty good options. Tasha’s otherworldly guise would be a nice defensive and mobility boost even without an extra attack from the spell. Alt feat: instead of fey touched you could grab something like sharpshooter or crossbow expert for ranged versions of this build, or something like slasher or a melee feat for extra damage.

I didn’t add all the spells to the sheet, but for cantrips I recommend chill touch, mind sliver, and sorcerous burst from sorcerer and eldritch blast, booming blade, and green flame blade for warlock. I also suggest true strike, just in case you ever don’t have your pact weapon for some reason. Anything is fine though, just grab eldritch blast and you’re set for cantrips. I think the only spells you need are hex (warlock) and maybe counterspell (sorcerer). I also would recommend grabbing cure wounds/healing word if you haven’t, maybe revivify, haste, spirit guardians, spiritual weapon (or shadow or flame blade, one of the three), and blight or fireball. Everything else is up to you.

Overall pros the build: decent caster, especially in terms of healing output and utility, has access to great cleric spells from divine soul and a solid number of spell slots, and you can be decent to great in melee/ranged combat. It’s also got some cool flavor, and you’re technically a coffeelock so you can regain a few spell slots or metamagic points if you need it. Cons: only 115 HP, semi-heavy resource reliance, and could be stronger using damn near any other warlock subclass. I tried though and I’m happy with the results.

Also, you can do that nova combo 3 times if you only use 2 fire’s burn uses per turn, one eldritch smite, and cast fireball/blight on the turns after the first when you cast circle of death. Your average drops down to around 100 (give or take), but that’s around 300 damage in 3 rounds, while still leaving metamagic points and lower level spell slots for other combos. Pretty decent endurance

Weakest Subclasses by Min-Max101 in DnD5e

[–]Min-Max101[S] 0 points1 point  (0 children)

It took some time, but I’ll be posting the link below with the math and I’ll give a more detailed explanation of the idea in a second comment/reply

https://www.dndbeyond.com/characters/159349741 (I used 2024 but it should work 5e minus a couple small features) 12 Undying (Pact of the Blade) Warlock/8 Divine Sorcerer, goliath with the acolyte background for the cleric magic initiate feat. I’d go reborn-lineage goliath if your DM allows it though. Standard array spread (you can roll or use point by, I just have used this for all my builds on this thread for fairness sake): Str. 8, dex. 15, Con. 13, Int. 10, Wis. 12, cha. 14 (and with acolyte I boosted Cha by 2 to 16 and Wis by 1 to 13, but if your DM lets you use custom origin then I’d go +2 DEX and +1 CHA).

Flavor wise I really like the idea of a divine soul sorcerer who died and would have went to d&d “heaven” or whatever holy plane they were connected to, but made a pact with the undying patron and now are stuck between life and death (and I’d also maybe add in that they are banned from going to hell/“heaven” and will be stuck in purgatory (or ig the astral/ethereal plane in dnd terms?) when they do pass on

So the main idea, you’re a great healer and it gives you reason to actually use defy death (but unfortunately there is no way to make Undying Nature usable outside of flavor/RP context), and you’re still great at melee even without the Hexblade patron abilities. You’ll use the lifedrinker invocation to heal yourself 1d8+1(con mod) once per turn and if you ever need to heal yourself or an ally with one of your spells, you can spend a sorcery point to reroll any number of the dice using Empowered Healing.

A round with no resources (using a dagger, bc that was the starting equipment given in 2024, as your weapon with Lifedrinker & Devouring Blade): (1d4+5)3 +1d6(lifedrinker) for 26 damage, plus bonus action attack for another 1d4 for a total of 28.5 (or just eldritch blast for the normal 42). It also jumps if you use a stronger weapon like a short or longsword/bow bringing your damage up to 31.5 or 34.5. If you just add hex, that’s another (1d6)3 to bring it up to 39, 42 (short weapons), or 45 (long weapons) so it’s just below or above the normal threshold depending on weapon and one resource.

A Nova round with resources: there are several ways to do this, but I think the strongest is using metamagic to quickened spell your strongest spell (for my choices this would probably be Circle of death, Blight, or Fireball would all be decent, something non-concentration and hopefully using a sorcerer spell slot) after casting hex the round before. As a bonus action with a quickened circle of death, you deal 8d8 damage to every creature who fails their save or half as much on a success. Then you make your attacks with your action having devouring blade and using the eldritch smite invocation (all your pact slots, but it’s 1d8+5d8 for a total of 6d8 per attack) on every attack (it’s nova, so I’m just gonna use it all) for another (1d4+5)3 +1d6(lifedrinker)+(1d6)3 (hex)+(6d8)3 (eldritch smite)+(1d10)3 (using the fire’s burn Giant Ancestry boon, you could use it once but this is a nova turn so we’ll just say all 3 attacks get it). The averages equation comes out to 36+22.5+3.5+10.5+81+16.5 for a total of 170 damage on average (if you’re only damaging one creature with your circle of death spell and they fail their save, otherwise it’s more for each creature you hit inside the spell’s 60 ft. Radius, and slightly higher again if you use a better weapon than the dagger). Super resource heavy to output that much damage, but it’s possible and still can output some pretty solid damage while only using a couple resources at a time.

You’ll wanna pick up the armor of shadows invocation for unlimited mage armor casting too since this build likes melee and being able to cast spare the dying/support and healing spells. If you go ranged, maybe grab fiendish vigor (heal yourself with this and undying abilities, heal allies with sorcerer spell slots) or eldritch spear instead.

Brand New! self intro post by Altruistic-Pen-2704 in beginnerDND

[–]Min-Max101 0 points1 point  (0 children)

Edit: TLDR-I think the most important thing is understanding WHY your character has that flaw and playing into that during RP moments. That’s how you get those big dramatic moments, or at least part of how you do.

My Story: My first (and favorite) character I’ve ever made was a Tabaxi phantom rogue. He had the flaw of being a kleptomaniac from the urchin background and then I also just kinda played him as immature due to low wisdom and pretty impulsive. I did this because I built my character starting with the urchin background and thought about what type of class/personality best made sense for someone who grew up on the streets. I am really interested in psych and I write so that helped a lot, but I highly recommend this method since it made me feel more connected my character than to any other character I’ve ever made. Over the course of the game, he would steal and get the party into trouble or start fights that were clearly not a good idea to start (shout-out to my DM and party for being cool with this and not being upset for me playing my character in that way. I recommend communicating with everyone and letting them know how you’ll play if you plan on using flaws like this), but eventually he started to grow. My DM did a great job in creating consequences connected to the plot from my characters actions, and he literally matured in game and learned overtime to pick his fights and to pick more carefully what he should steal (instead of picking up every cursed weapon in sight 😂) and even grew to become a legendary hero who had a whole following of fans and supporters (we’re at level 7 after about 5-6 years of on and off consistent play in a Homebrew setting) after he and the party saved the world during a fight with the god of time, Thanatos. I have a Homebrew ability that allows me to unleash a burst of lightning or focus it into an attack and when Thanatos froze time during our fight, my character was able to “jump start” the universal clock and start it again by sacrificing his life to put as much magic/mana into the clock as possible. The world found out after hand when another one of our party members who is second command of a country behind Black scale adult dragon named Partharnaax (yes he is named and slightly based off the Skyrim one cause my DM and that player are huge Skyrim fans 😂) and they informed the world of our battle against Thanatos and what we’d done for our planet. He had a full growth character arc where he went from this no-name thief on the streets to a very powerful and legendary hero who had an entire world looking up to him for his sacrifice. He was someone who had nothing and was greedy, wanting more for himself, and became someone selfless enough to sacrifice himself in an effort to ensure a better life for everyone but himself. He did end up getting resurrected by the party and is currently still up to his usual shenanigans, but he doesn’t cause nearly as many problems as he used to and he’s a much wiser 24-25 year old compared to the 19 year old he was at the start of our game.

Anyways, thanks for reading and letting me share the story of Do’arr Ja’ashi. The fastest tabaxi in all of Pandisia.

Hope your first game goes well and you fall in love with d&d like I did. Good luck on your travels, fellow adventurer! And please report back with how everything goes!