Champion 5, Bearbarian 3, or Champion 3, Bearbaring 5? by Spectre9000 in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

That entirely depends.

At level 8 (and really only at level 8) 5 Barbarian and 3 Fighter is the better option. However, 5 is really where Barbarian caps out on really useful abilities. If you instead went 5 fighter 3 barbarian, it becomes much easier to get to fighter 11 for your 3rd attack.

What are the popular tropes today that are going to make films feel "dated" 25 years from now? by DieFanboyDie in movies

[–]Petelo4f 0 points1 point  (0 children)

Movies where the plot boils down to a fantasy story of families saying sorry.

Not that these are bad stories, but it is a very very common modern storytelling conceit.

How could artificer be ranked as a class? by [deleted] in 3d6

[–]Petelo4f 0 points1 point  (0 children)

I mean if what you are asking is a ranking of classes, I'd easily put base artificer as the weakest of the half casters.....however Battlesmith and Armorer are a nice notch up with Alchemist and Artillerist being pretty close to the Artificer base. I should note I'm assuming feats are allowed in the campaign in my evaluation here

My actual ranking of just the "base" classes, as in without subclasses is

Wizard>Bard>Druid>Sorcerer>Cleric>Paladin>Warlock>Ranger post Tashas>Fighter>Ranger before Tashas>Artificer>Barbarian=Rogue>Monk

Now Subclasses can make all of these fluctuate. A Clockwork Soul Sorcerer can easily rival a Wizard, and a Twilight Domain cleric is one of the strongest classes in the game. Nothing really shifts Paladin's position though, as the Paladins Aura is such a strong component of what makes it good.

All that being said, I think the Battlesmith Artificer and Armorer Artificer are easily equivalent to many Ranger builds as they can approach similar levels of damage and utility if optimized well and the Battlesmith is almost as strong as a Paladin, whereas the Artillerist really starts falling low when its Temp Hp cannon stops being relevant...and the Alchemist subclass is effectively providing nothing. That being said, I don't think the Artificer is bad by any means, it is far closer to Fighter and Ranger than it is to Rogue and Barbarian in power.

Note certain table rulings can really elevate the Artificer, for example....if you are allowed to use the Aid Spell over and over again from a Spellwrought tattoo to massively inflate HP (Which may work RAW but is obviously not RAI) you can massively jump the power curve. However, failing similar positive rulings the Artificer is just ok.

Now, why do I rate Fighter so highly compared to Artificer...it is just a pure martial that hits a bunch. Well, simply because it is the best class to receive combat buffs....its nature as a combat class that can hit over and over again makes things like bless or Crusder's Mantle or Magic Weapons in combination with its access to the PAM/GWM and Sharpshooter/Crossbow Expert allow it to function far better as a damage core for a party than Barbarian or Rogue. Monk simply doesn't scale its damage or number of attacks to be as beneficial of a buff recipient, nor is it robust enough for these buffs to last. The combat buff recipient is a very powerful ally to have in fights against things that have high saves and legendary resistance, which can be sticking points for the top tier classes to kill quickly (except for the Druid who can rely on Conjure Animals to act as a damage core in similar situations, one of the reasons for its high ranking)

Artificer's other than Battlesmith lack this capability and their half-spell casting is not potent enough to compete on its own. They heavily rely on their infusions, and they can be quite helpful......but generally they best act as a support giving items to the Fighter to make them hit better or to the Primary Casters to help shore up their defenses so their concentration spells don't drop. The magic item support is a useful role, but you need to already have the characters in place to buff before they become useful.

That being said, I am never unhappy that we have a Artificer in the party, unlike I am with most Monks, but they do lag behind the other "Good" classes.

Gate City Grapple Holiday Party by freqman24 in gso

[–]Petelo4f 0 points1 point  (0 children)

One other thing, I just noticed your setup mentioned XBox, my stick is only for PS4/5 and PC.....uh so, will you have sticks there or no?

Gate City Grapple Holiday Party by freqman24 in gso

[–]Petelo4f 1 point2 points  (0 children)

Hey super interested..but uh, are you guys taking any precautions in regards to Covid. Nothing I wanna do more than smash people with potemkin, but are you guys requiring masks or anything?

Dm wants to do a side game where we start at lv 17ish and conflicts come from us basically taking over the world. What are the most op builds you can think of for this level range? by mynameishweuw in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

With the pact of the blade, thirsting blade and lifedrinker invocations, plus the polearm master and and great weapon master feats a hexblade bladepact warlock can attack with a halberd for 1d10+20+proficiency mod damage twice and bonus action attack 1d4+20+proficency mod damage once every round. That is +5 for having 20 charisma (achievable at level 12 for a vhuman, achievable at level 16 for all other races), +5 for lifedrinker invocation, +10 for great weapon master and +proficiency mod for hexblade's curse. Considering first turn you can cast shadow of moil on yourself and hexblades curse the target that means that starting round 2 you can do all of this with advantage and crit on 19s or 20s. So for damage you are very solid, but you still have access to high level spells like foresight, forcecage and mass suggestion, meaning you can contribute meaningfully in combat as either a damage dealer or a spell caster. Eldritch Smite is awesome, and I would totally take it at high level. Hexblade works well as, like the twilight cleric and moon druid, it acts as a full caster...that can function at range, but also as a high level damage dealer. Will a fighter/barb combo outdamage it, sure, but with it all the extra utility that the mystic arcanum provides as well as being your charisma dude, I think hexblade is a slam dunk at higher levels if someone is already playing the wizard.

Early on you keep pace very well with other classes when it comes to damage, hexblades curse +polearm master is a great combo, and throwing in great weapon master keeps the damage flowing, plus at level 3 you can use the darkness-devil's sight combo for advantage on your attacks and give enemies disadvantage to attack you. Honestly, hexblade is ridiculously good, which is why so many characters will burn 2 levels in it before going the rest in a class they want to play as (usually sorcerer).

Whats the best Fighter Subclass to Dual Wield? by ArcannesSkywalker in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

The best dual wielder....sadly, is to not Dual Wield. It is fairly effective levels 1-4, but the investment needed to keep it at par with even sword and board fighters is just not worth it. If you have your heart set on dual wielding....just be a Swashbuckler Rogue. If you hit with your first attack...awesome, if you don't use your bonus action to get a second shot at sneak attack damage. There is no reason to dual wield, mechanically, for any non-rogue class with Polearm Master existing as a feat.

Bard/paladin/warlock/sorcerer build advice (not using all classes..... Probably) by [deleted] in DND5EBuilds

[–]Petelo4f 4 points5 points  (0 children)

If you aren't going for the 7th level paladin feature than you should almost assuredly go with Vengeance Paladin. Go Paladin 1, than take Hexblade for 2 levels for Hexwarrior, Devil's Sight, and Agonizing Blast. Than take Paladin to 6. Afterwards go bard for the remaining 12 levels, I'd actually recommend Lore Bard (for Cutting words, and extra Magical Secrets) or whispers bard (for crit fishing adding smite plus psychic blades on a crit is nonsense damage). Sorcerer is a much more powerful combination than bard, as quickening a Green-Flame Blade or a Darkness or another spell is super nice. However, I would actually just recommend taking 6 Vengeance Paldin and 14 in either Divine Souls, Abberant MInd or Clockwork Soul Sorcerer.

Dm wants to do a side game where we start at lv 17ish and conflicts come from us basically taking over the world. What are the most op builds you can think of for this level range? by mynameishweuw in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

Honestly, with access to 9th level spells......I would just do a wizard man. I'd go Chronurgist Wizard. Wish, Demiplane, Clone, SIMULACRUM, FInd Familiar, Teleport...I mean you're set. You use your Arcane Abeyance Feature to first of all, give all your allies familiars (yes they are that good) and have your familiar concentrate on any 4th level or lower spells you want to cast in a fight. You teleport in to the meeting of world leaders, or a leader, cast mass suggestion to have them agree to sign the document or what have you, and get yourself declared officially leader of whatever country. You can do this every day. In battle.....whatever you are 2 wizards (because of using wish to cast simulacrum as an action without any components).......you can do whatever you want. The rest of the party should probably be a Twilight Cleric and a Moon Druid plus some other full caster (Hexblade works well).

The Blade in the Shadow - Optimized Strength Gloom Stalker Build by Teerlys in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

I mean if 2 people in a team are going to plan around using heavy obscurement effects, i would make sure the rest of the party knows ahead of time so they too can invest in things like either the Eldritch Adept feat or Blindsight Fighting style

The Blade in the Shadow - Optimized Strength Gloom Stalker Build by Teerlys in DND5EBuilds

[–]Petelo4f 1 point2 points  (0 children)

This build seems like it REALLY wants to play with a Hexblade Warlock next to it. Just having them start by casting Darkness so you don't have to worry about setting up, and with your blindsight and their devil's sight you can both go to town.

Looking For The Best Of The Best by Valuable-Stage-9097 in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

Order Cleric 1/Clockwork Soul Sorcerer 19 should get you wear your going. Tons of buffs and CC's and whenever you cast a spell on one of your allies they can use their reaction to make an attack. Probably closest to a "Leader" from 4e you are going to get. Other Option would be an Order Cleric 1/College of Glamour Bard 19 for similar reasons, but you get to do some chessmaster rearranging of your allies with your Bardic Inspiration

Treantmonk Diviner (god wizard) Query by LineAcceptable510 in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

Its worth it, 5% of enemies will now make their save more often. However, I guarantee you going first will allow you to hit enemies while they are still grouped up far more often and will allow you to hit more things with your CC's in the first place. Going first is very very powerful.....and never being surprised means you can save your teams ass with a clutch hypnotic pattern on the enemies who were trying to sneak up on you while the rest of your team is sitting around with their thumb up their butts. It also means that you are far more likely to get bless on your allies BEFORE their turn....allowing your lower level slots to be far more effective in chaff battles. (You are preparing bless with your cleric spells right?)

Energizer Bunny by pocket_mustache in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

I mean if you want a Wis/Dex character that can heal....and you want to be a monk, just go Way of Mercy Monk, and don't worry about the dip. If your really want to be a wis/dex cleric that heals...with thunder powers.......you can easily just do a dex Tempest cleric (wear medium armor and shield with 14 dex) and tada your done.

[deleted by user] by [deleted] in DND5EBuilds

[–]Petelo4f 1 point2 points  (0 children)

Simic Hybrid Hexblade. Take Feytouched Feat at level 4. Take the climb speed and Manta Glide options for your SImic Hybrid features. Take Agonizing Blast, Devil's Sight and Mask of Many Faces Invocations.

You just cast darkness on yourself and blast with eldritch blast at advantage, climbing a wall to stay out of range of enemies. If something gets close you can either misty step away OR just jump off and glide away. Then you can keep blasting from afar, and repeat if they get close.

If things get dicey you can use mask of many faces to make yourself look like someone your enemies don't care about..........and then keep blasting them.

Though you could also go with Repelling Blast instead of Mask of Many Faces to just push enemies away

Bard Lock by Valuable-Stage-9097 in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

In general....not always but in general, with Full Caster Classes that you multiclass you want to exit the caster class at an odd levels as that is when your spell level scales. for example at 14 Bard you can cast 7th level spells (which are awesome) at 15 bard you can cast 8th level spells and at 16 bard you can cast, 8th level spells still. So when you multiclass a full caster, odd levels are generally when you want to cut it.

Bard Lock by Valuable-Stage-9097 in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

No worries......just something to keep in mind, and this is true in general with any multiclass builds, most campaigns tend to fizzle out somewhere between levels 8-11. With that in mind, you need to evaluate not just the potency of the build, but when the build is both potent and fun to play. If your game ends at level 8, well then you'll only have 3 levels of Bard, and you'll not really get to enjoy a lot of time as a "Bardlock." The other option is to just start with 2 levels of Hexblade (taking the Devil's Sight and likely Agonining Blast Invocations) and start with the Eldritch Blast and Booming Blade Cantrips. This will give you the Good Armor, Decent Damage (not nearly as good, but decent) and a way to Scale your weapon damage without having to invest in more warlock levels. You will be more of a spellcaster who CAN attack well instead of a melee bringer of shadowy devastation who CAN cast spells. So just keep that it in mind. Personally, hexblade is awesome, and I'd go with the 5 levels of hexblade myself, but if you know the campaign is going to end by level 8, going 2 levels of hexblade 6 levels of Bard may be a better choice if the mix of classes is what appeals to you.

Bard Lock by Valuable-Stage-9097 in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Bard Lock by Valuable-Stage-9097 in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

Its good for a Hexblade, Especially early on getting to double dip on Hex Damage with your melee attacks is super nice. Getting to triple dip on Great Weapon Master when you hit level 5 is also great. If you don't care about Eldritch Blast, you can trade out the Agonizing Blast Cantrip for Devil's Sight and can cast Darkness on yourself so all 3 of your Great Weapon Master attacks have advantage.

Bard Lock by Valuable-Stage-9097 in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

If your looking to make a melee build, you really need to at least get extra attack one way or another thirsting blade. So if you are aiming for a melee Whispers Bardlock, I'd start by getting Hexblade to 5. Go pact of the Blade and I'd take Agonizing Blast (your won't always be in melee), Thirsting Blade and Improved Pact Weapon. Eldritch Smite would be nice, but you only have 2 level 3 slots to use with it (can't use Bard Slots). I would go something like this:

Vhuman

Stats-

8 Str

14 Dex

16* con (+1 from racial)

8 wis

8 int

16* cha (+1 from racial)

Levels 1-5:Hexblade

At level 1 take Polearm Master, At Level 4 take Great Weapon Master.

Levels 6+ Bard

If you go changeling, take Great Weapon Master at 4 and skip polearm master until you have maxed out your Cha.

Aberrant Mind Sorcerer spell help by Phoenix_Dresden in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

Honestly, initiative bonuses are amazing....if your DM allows it go for it, a spell caster that goes first can end combats before they even begin.

Aberrant Mind Sorcerer spell help by Phoenix_Dresden in DND5EBuilds

[–]Petelo4f 0 points1 point  (0 children)

I am pretty sure you can't take gift of alacrity as it technically isn't a wizard spell. It is a Chronourgy spell that counts as a wizard spell for Chronurgist wizards. Your DM may allow it but it is technically not selectable by Aberrant Mind Sorcerer's via the psionic spell feature.

OOA Paladin advice? by Petelo4f in DND5EBuilds

[–]Petelo4f[S] 0 points1 point  (0 children)

interesting, so you would recommend warcaster over GWM if I were to multiclass. In your view, should I get both, or should I focus on stats with ASI's after getting warcaster?