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Made a barbarian monk multiclass work without turtle. I also ignored dex and I kinda maxed out at 15 or 16 AC, but rage resistance lets you get away with low AC. I went open hand monk and totem barbarian. That self heal does a lot. Also the battle field control is crazy. I am punching guys into walls off cliffs.
I would love to give you some money, but unfortunately, I'm just a russian student, so I can't donate anything Will be there, by any chance, a freeby? I am fond of mystical creatures of Japan
don't forget that with the Spymaster, you can take one more level in Artificer for Armorer, spec into Infiltrator. your armor is now giving you ADVANTAGE on stealth checks, a huge boon for Rogues, a free weapon in the form of the Lightning Launcher, and 5 extra feet in movement speed to help close the gaps or widen the distance when using bonus action disengage. EDIT for the BG3 players. try a Bonk in Baldur's Gate 3, pump Strength high, and go with your choice of Con or Wisdom for the secondary AC stat. here's the spice to make it work: first Feat or ASI you can take, pick up Tavern Brawler, which got buffed to DOUBLE your strength stat in unarmed, improvised, or thrown damage.
I also just love the combination of the lightning launcher and sneak attack, I think it's technically the only RAW way to deal elemental sneak attack damage?
Free reminder for the spymaster that if you take three levels in Artificer, the Lightning Launcher that you get from the Infiltrator armor from Armorer is considered a simple ranged weapon and is therefore valid for Sneak Attack.
Something you neglected to mention about multiclassing Artificer + Druid is the Armorer subclass. Normally, armor and wildshapes don't mix, since it either merges with you when you wildshape, or it stays on and possibly retains some functionality depending on what you shapeshifted into. HOWEVER, your Arcane Armor from Armorer is able to change its shape to cover your entire body, even replacing limbs if need be. This means that it should be able to still function fully, no matter what you change into.
This seems... very DM dependent, at best. You have to be wearing the armor to turn it into your power armor, which you obviously can't do as a bear (or whatever). If you doff the armor as an action in humanoid form, wildshape, and then try to put it back on, i think you'd need a very generous DM who allowed the armor to fit your new form. Note that the rules for wildshape include the following: "your ability to speak or take any action that requires hands is limited to the capabilities of your beast form." "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so." "Your equipment doesn't change size or shape to match the new form"
@@MEIZimm in this case I would consider specific beats general, equipment not changing size being a general rule, and the arcane armor can be doffed and donned as an action, along with it specfically saying it covers you would ve specific. and my usual arguement with such things as a dm, is if it's unclear, but unbroken, may as well allow it, and the armour wouldn't add all that much, but would be cool
I can personally speak to the effectiveness of the Artificer/Rogue combo, as I'm currently playing one. But I went 3 levels in Artificer for the Infiltrator Armorer. Advantage on all stealth checks and a ranged weapon that deals 2d6 lightning damage while still working with sneak attack, in addition to all the other benefits you mentioned. It's pretty badass.
So with Artificer, you're obviously the Armourer subclass (and the doff or don armour as a bonus action is a great utility, especially if you have a bag of holding to stash it in. Cue Iron Man suit-up sequence in high speed). But what Rogue subclass are you? And what benefits and synergies does it give?
@@casbot71 realistically it doesnt really matter. if you want to go full ham on stealth guy go arcane trickster for invisibility. and you obviously will get more benefits out of your good INT
@@casbot71 hmm, man, I gotta think how to make this concise lol. Most of the synergies are covered in this video and my comment. Like, I did take Fairy Fire, Guidance, and Cure Wounds, and all of them have really come in clutch. The campaign started at lvl 5, so I went 3 Artificer/2 Rogue, but that meant at lvl 5 I had a +10 and advantage on all stealth checks, along with 6 tool proficiencies and 7 skill proficiencies. I was basically aiming to make an infiltration master. I toyed around with a few different Rogue subclasses, including Soulknife, Mastermind, and Thief, but I ultimately decided to lean into the spellcasting with Arcane Trickster. It's still a fairly new campaign, so I can't totally say how it will perform at higher levels, but so far it's been a blast to play.
@@galmenz6118 yeah, I ultimately decided to go with Arcane Trickster, but honestly there isn't a single Rogue subclass that wouldn't enjoy a 2-3 level dip into Artificer.
For the Spymaster build, using Armorer Artificer, I would either do 17 in Mastermind Rogue, or 13 in Inquisitive Rogue. Alchemist Artificer would also work well with Mastermind or Assassin.
Niceeee im currently playing the lvl20 multiclass mod and artificer mod in bg3 rn. I didn't have any ideas yet what to do w my second class. Playing as a Cambion Inteleon might be fun.
The Artificer/Druid made me remember a Westmarch I was in: I was an Artillerist Artificer and had befriended a Druid. As we were talking, he showed off his wildshaping. I proceeded to place a cannon on his back. The wolf’s tail was WAGGING and the gud boi had telepathy so I could hear him freaking out over how awesome it was! We didn’t get to do it before the thing ended, but we had plans
I made an Inquisitive Rogue Knowledge Domain Cleric multi-class to experience that classic "Inquisitor/Witch Hunter" archetype. Genuinely great combination
Using the Fighter Initiate feat and taking the optional Unarmed Fighting Style turns your unarmed attacks into strength based attacks that do 1d8 if you don't have a weapon or a shield on either hand. You start Barbarian and ignore the WIS (except for the minimum 13 needed to get Monk). Starting Variant Human or Custom Lineage gets you 3 attacks by level 3 (1 Bar/2 Monk) each doing a potential of 1d8 + STR. Not bad. Our DM allows a feat at first level and I have a Dwarven Barbarian/Monk set up for Bear Totem/Drunken Master path build.
Monk/thief combo is also great with tavern brawler. Especially with potions of giant strength. I feel like monk is just good with tavern brawler in general with items to boost dex
A third level in artificer will let you take the armorer subclass, which if you take the infiltrator armor, boosts your speed by 5 feet, gives you advantage on stealth checks, and gives you a ranged weapon attack that deals lightning damage.
Soulknife Rogue’s Psi-Powered Knack pairs beautifully with the Knowledge Cleric’s Knowledge of the Ages Channel Divinity. Plus you essentially get extra expertise and spells like Command and Suggestion are really thematic.
@@CroMagnonCrust I am currently 8 cleric 1 rogue and is great at the moment and will only get better. Also took the skill expert feat so loaded with expertise.
Let me just throw my weird pitch into the mix: Mad Scary Undead Warlock 2 / Zealot Barbarian X Be a Reborn for that little extra spooky flair, but any race technically works fine. Take your first level in Barbarian for martial weapon and shield proficiencies, as well as Intimidation and Athletics. You're rocking a 16/15/14/8/8/13 with point buy (+1 to Str/Dex/Cha) and a cool 14 HP. Next two levels should be in Warlock, taking the Armor of Shadows and Devil's Sight invocations, bringing you up to 28 HP at level 3. From there, get to Barbarian 6 and take the Resilient (Dex) feat, leaving you with 16/16/14/8/8/13 and 73 HP. What this leaves you with is a permanent 18 AC with Mage Armor at will and a shield, Armor of Agathys for an effective 10 temporary hit points, a turn 1 Rage/Attack, and a turn 2 Form of Dread to regain those hit points when you lose them from AoA, which are potentially higher at an average of 7.5 (15 while raging). You are now a walking nightmare that forces a saving throw once per turn to give a creature the Frightened condition, negating your Reckless Attack penalty if you use it on a creature in melee. You can add a d6 up to 3 times to your already +6 Athletics checks to break free of grapples and restraints, or to shove enemies. You have every physical saving throw proficiency against many short range spells, which you can reroll if you fail with the advantage you have on Dex ones. You are also: - Immune to darkness and creatures that use it to hide - Immune to the Frightened condition - Immune to magical sleep effects - Able to fight underwater or in a complete vacuum - Maybe given a flying speed if your DM will let you be a Reborn Aarakocra. - Resistant to poison damage and the poisoned condition - Given advantage on all death saving throws (And can be revived for free if you somehow bypass that) Not optimal, but super fun.
In your case I would have swapped fiendish vigor for Armor of shadows as armor calculations never stack and really at worse Unarmored defense would be like 1 AC less. And fiendish vigor lets you start every fight with 8 temp HP for when you don't have AoA or don't have the chance to cast it. As even if you can cast AoA, the temp hp doesn't stack, but you can choose which source you want so it doesn't stop AoA. I've played a very similar character that was a bit flip flopped. 3 Ancestral Barbarian (although any barbarian would work honestly) X-Fiend Warlock Gem Dragonborn with the Dragon Fear feat. I got: -Fly speed at level 5 that works with rage and a resistance of choice between about 6 types normal Barbs dont resist. Like psychic or Lightning etc -You have great tank abilities for both single target and and mobs with the Barb taunt and the dragon fear roar which only uses 1 attack -Take the Thirsting blade invocations for extra attack and Devils sight. Cloak of flies works with rage too, or eldritch Smite. -Get a great warlock ability that allows you to add a D10 to any saving throw once per short rest, great for those crucial mental saves barbarians suck at Warlock 6 -At 10th level (7 warlock), you could stack both AoA and Fire shield and do 20 + 2d8 damage to everyone who hits you per attack (Fire shield is not Concentration) and gain either fire or cold Res (I only did this once, and was freaking awesome, worth both spell slots lol) -Gain temp HP everytime you down an enemy. -At warlock 10, gain another resistance of your choice that you can swap out on a short rest. If you start Warlock for the saving throws, 1 Warlock, Go 2 Barb, 4 Warlock, 1 Barb, rest warlock, your extra attack and first ASI come on a couple levels late but your still very well off for the most part. Fiendish vigor makes up for the slightly lower HP, you can stack temp HP like crazy on this build. A 14 Cha goes a long way on this build, if you can get 16 you're set. And you don't really need a maxed Str as with reckless attack, even if you are 1 less to hit compared to the curve, you are still fairly likely to hit most things. And if you need an ASI, just 1 more level in barb gives you that. All in all, your build definitely works, i partially wrote mine down because ppl crap on the Barb/lock combo and there are many way that MC works lol
@@craigauty8874 If you're two-handing a weapon, yeah, you'd be right. But 13+3+2 from Mage Armor/Dex/Shield is what I was going for here, specifically to bump it up to the funny haha 18.
Just made my first character last year as a Warforged Druid of the circle of the forged, it has the same wildshape bonus’s as moon and I can confirm, dire wolf is the GOAT. Doesn’t get muti attack like the brown bear (my second favorite) but the special ability to knock people prone when using it bite attack, combined with the decent movement speed and AC along with pack tactics makes if so good for combos. Been waiting to get sommoning spell so I can make a whole pack of wolves all attacking with advantage with me leading them. Druids in general are criminally underrated.
Moon Druid + Armorer Artificer woukd maje a pretty fun combo too. The armor conforms to your body shape, naking it usable even as an animal, and you can either become a super tank with the thunder gauntlets, or shoot freaking lighting and be super stealthy as an infiltrator. Good stuff
@@galmenz6118 You would need to wait 'till lv6, which is not that bad. We're assuming that with the video anyways. And at lv12 you get basically permanent flying and a 19STR to all wildshapes thanks to the armor modifications plus infusions not to mention a +2 to the AC of the armor, which is higher than most natural armor in the game. The only two wildshapes that matter and is sad that you lose are the giant subterranean lizard and the mammoth, because most DM's I've talked to don't really like the idea of dinos. Edit: Forgot the str
@@galmenz6118problem with that combo: Druids cannot wear any armor that contains metal, asides from the bare minimum of rivets and clasps and the like. While this combo sounds really good, it would only work if you could use Hide armor (if you have Medium Armor proficiency)
@@draconicexodus9910 technically that is flavor text (and thankfully its being axed on the remaster), but yeah most tables (myself included) use that. if your DM is extra nice maybe you could get bark full plate...
@@draconicexodus9910the text actually says druids "won't" use but in this case you're not an average druid. Also many dms don't really bother with restriction as long as it fits your fantasy. But yeah if you have a really restrictive dm maybe pick another build
Great video! One addition to your Rogue/Cleric: the Grave Domain subclass. They have an ability that allows them to make a target vulnerable to damage for the next attack. So curse the target, survive a round, then hit the target for double damage
A combo I though of a while back is what I call the Big Daddy. It an Armorer Artificer and Rune Knight Fighter multiclass. You get your suit of armor with good AC and damage options as well the chance to infuse 4 separate parts of it as well as extra rune features and essentially barbarian rage without restricting spell casting. Now your a hulking armored brute in a suit of armor that could let you breath underwater shoot your choices of fire, ice, lightning or more at your enemies. All you’d need is a drill and you be right at home in Rapture.
Another interesting one here that is similar to the spymaster is a potionmaster. Alchemist Artificer + Thief Rogue and you can use your poitions as a bonus action on yourself and allies. Good healing, decent damage, and a super skill monkey for the party between gadgets and the skills you get from thief
Important note that this interaction is actually DM dependant, since the Experimental Elixir is not specified to be a magic or nonmagical item. RAW and RAI, Fast Hands does not work with magical items, including regular healing potions.
I did another kind of bonk for a campaign that basically made him the wolverine. 1) go hill dwarf. 2) path of beast barbarian, focus str>con>dex, were ignoring most of the monk features around wisdom, because the wolverine doesn't stun, he attacks. 3) after you get your 2 attacks from PoB, go monk the rest of the way, specifically kensei. At 4 monk grab dwarven toughness for your healing factor and at 9th level monk you'll start upgrading the damage of your claws to be in line with your monk weapons (I think it was 9th level, could've been 11th)
Surprised many people don't talk about Ranger/Cleric combo. It's the epitome of being a Christian Homesteader. Very fun, regardless of the archetypes chosen.
I started one in a Straud campaign as I realized, as a new player, that we didn't have a cleric or paladin and probably needed one. So level 1 Rogue, 2 levels of Life Domain Cleric. A Paladin just joined our party, but I think I'm going to level up to level 3 Life cleric to get Spiritual Weapon, then back to Ranger levels in Gloom Stalker
Played a oneshot as a Drakewarden Ranger with a War Cleric dip and it was pretty cool. Draw aggro with the drake while you snipe or rush in to take advantage of flanking if your game uses it.
Delighted to see the Rogue + Trickery Cleric get some love! I played a Halfling Rogue 1/Trickery Cleric 8 for a few sessions, and she was wildly effective and fun. (Especially because the specific adventure involved a heist and undead…) Over a couple rounds she drove low-level undead away from her friends, somersaulted into a circle of higher-level enemies with Spirit Guardians up, then swiped the macguffin out of their hands, bonus-action disengaged, and tumbled through their space to escape.
I love your multiclasses videos. I was always dubious about taking them, but with your simple explanation, I fall in love with some of them. Like BONK, or your mix of fighter and bard (I had similar idea but to go with Paladin to have even more smite usages, perhaps going 4 levels in collage of swords bard , 4 levels in paladin and rest in warrior is good for that 3 attacks, 3 fighting styles, more spell slots, will be nice as well). Anyway thank you for showing how creative you can be and I am waiting for more.
Had a friend play an arcane trickster rogue with alchemist artificer, because mage hand was a bonus action they put all their money on potions and used the mage hand to feed people healing or buff potions and action to booming blade in melee or knock enemies away from opportunity attacks with a sling at range (crusher + elven accuracy). She became the most versatile area control rogue I’ve ever seen
Perhaps the most interesting, complicated and thematically complete character I have ever made. Initial intention, a performer character not absolutely beholden to cranking up bard levels. A performer with every ability, level and selectable option chosen to increase the audience impact of the performance, and still retain combat effectiveness. The Fire Eater/Flame Fist Dex 1st, Cha 2nd, Con/Int/Wis 3rd, Str 6th Gold Ancestry Metalic Dragonborn - Metallic Breath Weapon - Metallic Resistance - Metallic Warding Entertainer background. 1 level Mystic Order of Immortal - Beastial Form, Giant Growth, Mastery of Fire. - Lightstep - Immortal Durability 1 level Sorcerer Phoenix Sorcery - Mantle of Fire 2 levels Wizard Bladesinger - Bladesong 3 levels Bard College of Glamour - Mantle of Inspiration - Enthralling Performance - Expertise, Perception and 1 Instrument 13 levels Monk Ascendant Dragon - Breath of the Dragon - Aspect of the Wyrm - Draconic Disciple - Wing Unfurled - Other Monk features Feats - Fighting Initiate/Tunnel Fighter - Sentinel - Mobile(or Performer) Languages - Common, Draconic, Choose 1 + Tongue of the Sun and Moon Musical Instruments - Choose 4, 1 with Expertise via Bard Artisan's Tools - Disguise Kit, Choose 1 Additional Weapons - Choose one 1 handed weapon via Training in War and Song 9 total Cantrips. Greenflame Blade required. 8 left, selecting those that are themed on fire or could enhance a performance. Known Bard Spells - (4 Rituals) Speak With Animals, Animal Messenger, Locate Animals or Plants, Silence, Fairy Fire, Heroism. Known Sorcerer Spells - Mage Armor, Burning Hands Key Wizard Spells - Find Familiar, Longstrider, Shield, Dragon's Breath. Collecting Wizard Rituals 60' movement, +10' Bladesong, +10' Longstrider, +10' Light Step Flying with Step of the Wind and Wings Unfurled. AC10 +Dex Mod +Wis Mod or +Con Mod +2AC Tough Hide +Int Mod AC Bladesong +5AC Shield +3AC Mage Armor Immune to Disease and Poison via Purity of Body. Resistance to Fire ×2 with Mastery of Fire, Metallic Resistance. Resistance to chosen element with Aspect of the Wyrm. Immune to Fire with Metallic Warding. Other defensive features. Simple turns most of the time, move, basic unarmed attacks, bonus action to trigger Tunnel Fighter. Greenflame Blade on any attacks of opportunity. Bladesong and Tough Hide to avoid hits, Mantle of Flame and Mastery of Fire to max out "breath weapon frenzy", Giant Growth and Ogre Form for blocking routes with a 20' reach. Mantle of Inspiration as a persuit assist. Unarmed 5' standard reach 1d8 +Dex Fire +5' Reach w/Giant Growth -or- +2 fire damage w/Mastery of Fire -and- +Cha fire damage w/Mantle of Flame +10' reach and +1d4dmg w/Ogre Form --Breath Weapon Frenzy-- Breath of the Dragon 3d8 Fire +2 w/Mastery of Fire +Cha Mod w/Mantle of Flame --and-- Metalic Breath Weapon 4d10 +2 w/Mastery of Fire +Cha Mod w/Mantle of Fire --both-- Can replace one attack each out of an attack action. Can do upto two breath weapon attacks per Attack Action. Standard Attack Actions and Flury of Blows Bonus Action can each replace two attacks. Attacks of Opportunity can use a breath weapon. This is upto 4 breath weapon attacks in a single turn and more based on Attacks of Apportunity. --Additional Breath Weapon per turn-- Can remotely cast Dragon's Breath on familiar. Owl with flyby and 60' fly speed can do 3d6 cone attack once per turn for 1 minute, and fly away without provoking. Mantle of Inspiration can provide the familiar bonus HP and and a free move.
A build of my own that I haven't heard of much Captain Face-Tank-Mc-Never-Dies Path of the Zealot Barbarian Pact of the Fiend Warlock. The amount of temp HP you get from spells and kills is INSANE against large crowds, especially since it's doubled against melee entirely. Add on the free revives from Zealot and even your death is now only a speed-bump. So charge forward and tank to your hearts content. I like Shifter for this builds race to get three attacks for some solid damage at high levels with the additional rage damage bonus if you take the longtooth shifter, and also there's the temp HP on transform. Charge forward and cleave through literal armies while refusing to die with this set up, and have fun! Also warlock gives tons of flavor and options to the usually limited barbarian, especially if you rock high charisma and the right invocations.
More love for the Spymaster here! I've been playing a PC version of Ezmerelda in a Curse of Strahd game for about a year and I opted for this build, currently thief 4 / armorer 7. I was trying to capture Ez as clever and extremely skilled, a team player that put the spotlight on the party but was completely self sufficient. She turned out like a mix of the characters in Van Helsing (w/Hugh Jackman) and Batgirl, and it has to be one of my favorite builds of all time. It only requires DEX and INT, giving you room to take feats or bump CON. Rogue helps you move like crazy and gives you a pile of proficiencies and expertise, Fast Hands helps open up creative options on turns you don't Cunning Action. Artificer gives you a pile of tools, cantrips, and spells you prepare on long rest. Eventually you get Tool Expertise (applies to thieves' tools) and Flash of Genius to make you an expert crafter. Armorer lets you wear heavy armor for high ac or light armor for super stealth in infiltrator mode. You can pick up a spell-blade cantrip and infuse a magic weapon to round out the armor weapon you have available. Infusions are very customizable and can cover whatever you need, especially past Artificer6 (example: Infuse an alchemy jug to have a limitless supply of acid, poison, and oil to use as a bonus action, or for its many other uses). All together; High utility, skill proficiency, damage, and adaptability, plus a ton of fun!
I once did a inquisitive rouge and arcana cleric multiclass and it was awesome!!! Always getting your sneak attack damage with booming blade too! It was pretty awesome!
I'm partial to the Blender Bear myself (I believe Colby from d4 came up with this originally, but he called it something else) - Giff race for Hippo Build which gives advantage on strength checks and strength saves - Take a background that gives proficiency in Athletics - 3 levels in Wizard, take the 2nd level spell Cloud of Daggers. Bladesinger is probably your best bet for wizard subclass, but that's not very important. We're here for cloud of daggers. - 2 levels in Druid, take the moon subclass. In combat, use your action to cast Cloud of Daggers on an enemy's space, then wild shape into a bear. You now have a +7 to Athletics checks (+3 from proficiency, +4 from the black bear strength modifier) and advantage. On future turns, spend your action and movement to grapple enemies and drag them in and out of the cloud of daggers, dealing 4d4 every turn that you drag them back in to it, and another 4d4 every time they start their turn in the daggers
The Rogue/Artificer multiclass sounds super fun and I'm shocked I haven't thought of it before. Also, Trickery Cleric and Rogue is such a delicious idea, very tricky and roguish.
Re: Bonk- You can also go with the Loxodon instead of Tortle. Their natural armor uses Con (12+ Con so you'll need some bracers of defense to get to AC19). Focus on Strength, Con and Wisdom, then dump Dex and everything else.
You still need a 13 dexterity due to multiclassing minimums, which is why Tortle is probably the better pick. You get good AC despite not being able to heavily invest in either Con, Dex or Wis, while you'd need 20 Con for Loxodon to catch up. It relieves some of the pressure to invest in dex, but tbh I don't see why you'd go loxodon rather than just bumping your dex from 13 to 14 and using Barbarian's Unarmored Defense.
Actually, cleric/rogue (or more accurately, cleric/thief) has been around since the ancient times! All the way back in 2E, it's suggested right in the book that you can play a Half-Orc Cleric/Thief, and I think that's beautiful
Dude, you have no idea how happy you just made me. I've been trying to figure out a martial bard style mutliclass so I can bring back my first ever dnd character~! He was a naive blue Dragonborn Valor Bard in the lands of Barovia. I really wanted him to use a sword because I thought it would be really cool, but it was hard to justify spending my entire action swinging a sword once, rather than casting a spell, especially since his stats werent really built for it. But with Swords Bard / Battlemaster Fighter multiclass, I'll work out even better! Not to mention that Battlemaster is hands down my favorite martial subclass to date. Thank you so much man!
If you're up for a slightly minmax-y build, going Devotion Paladin gives you a channel divinity that allows you to add your Charisma mod - already something you want for a bard - onto your attack rolls. There's other things you can do to that to make it even more gross, but that little bit is reasonable.
@@sirseacow4514 Instead of fighter. Sorry, should've been more clear. You'll get that Channel Divinity, plenty of smites from the Bard side getting you more slots, and it's still leaning the character more martial. But, if Fighter fits the character's vibe better, then stick with it! I'm just an internet rando, lol.
@pyrosianheir Ah, alright. For this particular character, I think it'll be more thematically appropriate for him to be a fighter, but I was thinking about making a different character a Bard Paladin multiclass, and I'll definitely have to make that one a devotion paladin. Out of curiosity, what was that one other thing you mentioned?
@sirseacow4514 a i think 3? Lvl Hexblade dip as well. Let you make you weapon a pact weapon so that it works off Charisma normally, so that then you're getting double your Charisma mod added when you use pop the channel divinity. You can get some real gross attack numbers that way.
I had a friend who built UA artificer back when they had a thunder cannon with assassin rogue so he could benefit from the singular attack, guaranteed crit, sneak attack shenanigans. He took sharpshooter as well, and just sat 500 ft back doming people. Seeing that tasha's artificer pairs well with rogue gives me so many cooler ideas, and I thank you for that. I love rogue, it's my favorite class. I've crafted what I lovingly refer to ass the Rard (rogue bard) for getting every skill proficiency, and my beloved Assassadin (assassin rogue + pali for guaranteed crit smites, even spookier if you go bugbear). I just love rogues and making them better with other classes :)
Not sure if rogue/warlock has been covered, but i once made an assassin/archfey combo that essentially was the spy of tf2. Mask of many faces, blink, so many ways to get out or slip away. And this was early in the campaign at level 6. To add even more AC flair, a hidden blade was crafted and made as a pact weapon.
If you really want to feel like a Beast Wars Transformer, I’d suggest looking into the Circle of the Forged from the 3rd party book Exploring Eberron. It’s written by the creator of the Eberron setting, so it feels semi-official. Circle of the Forged gets the improved wild shaping like a Moon Druid, but their forms resemble warforged versions of the animal forms they adopt. Rather than getting to spend their spells slots to heal, they get something akin to an elemental smite at level 6. They lack the Moon Druid’s elemental forms, but make up for it in getting beefier animal forms. If you’re a huge fan of Moon Druid but want a different take, try it out. And why not add in Artificer to strap on a flamethrower as suggested here.
I have a player in one of my campaigns running spymaster, they're combining the armorer artificer's infiltrator mode abilities with the assassin rogue's. It's quite powerful, although they keep trying to intimidate people despite completely lacking the hit points to do so.
I love the shenanigans! Trickery domain's CD allows you to make a perfect image of yourself, and then you can cast spells through it. So put that image on the other side of an enemy, then sneak over to the opposite side, and take turns casting Inflict Wounds through the image/sneak attacking (since the image provides you advantage) on the other side. I'm currently only rogue 1/cleric 4, might pick up another rogue level or two for the skills, and then hard dive into cleric. It's still new, I'm kicking the tires on it still, but having fun!
When I inevitably play as a character again (in like 2 years probably) I plan on playing a Zeal Cleric/Evocation Wizard. Zeal's divinity lets you do max damage with fire spells, and then with evo I can... choose.. to not kill my teammates. We also love the UA "create/modify spell" system so I plan to get up to some shenanigans, which is a big reason I am going wizard. I cant wait to max damage fireball my entire party at level 7. It also gives me heavy armor proficiency.
With a little bit of DM leniency, I'd argue that the Way of the Astral Self is better for the Bonk. It says you can use wisdom instead of strength for checks, saves, and unarmed attacks while your astral arms are out, so, arguably, those are still strength checks, strength saves, and strength-based attacks - you're just making them with your wisdom modifier instead.
The duelist. College of Swords, with a few levels in Eldritch Knight. You get access to the Shield spell, Absorb Elements, and Armor of Agathys, plus a couple cantrips. You also get another fighting style, Weapon bond, and Action Surge! Finally, you fill out your weapon and armor proficiencies. I prefer Rapier and Shield, as I loved Shadiversity’s video on the Spiked Pavisse. I play Majora not as a Legend of Zelda character, but as an Infinity Blade character. I even named his father Radriar!
for articer rogue you can go to 5 for artificer for more spell slots like heat metal an asi and some subclasses get an extra attack plus you can be a rogue who breaks a window and cast mending to fix it beghind you
One of my favorite multiclass builds that I've done is a Swashbuckler Rogue/College of Swords Bard. This class/subclass combo works incredibly well both thematically and mechanically, as the Swashbuckler gains a number of benefits based on their charisma. You become the ultimate duelist, being able to land sneak attacks more easily, use blade flourishes, duck in and out of battle with your target, etc. You even get an extra attack when you reach level 6 as a Swords Bard, and you become the ultimate skill monkey with how much expertise you get.
I've actually been playing a similar-ish build to spymaster recently that I've simply dubbed the "Infiltrator". It starts with Dhampir Fighter to 5th level for extra attack and the Echo Knight subclass(and a secret bit of spice later). Then take 2 levels in Rogue for all those nice skills and bonus action things primarily focusing on Stealth and Deception. Finally Armorer Artificer for the rest. Take Infiltrator Armor because you're a dex fighter and the ranged weapon is nice and the ability to take disadvantage on stealth checks off your heavy armor. Congrats! You are now a tough as nails, sneaky, extra attacking, opportunist that can walk on walls and use all sorts of nasty tricks with your Echo and Artificer tools! But what was that extra spice from earlier? Well I'll tell you: Mask of Many Faces via the Eldritch Adept feat. You now can use the ultimate spying tool: The ability to be anyone! But wait, here's a neat bit of tech from little ol me just for you: You can turn into your Echo and play a fun little game of chance time with the enemy with your bootleg (and FREE) Mirror Image. Have fun driving enemies nuts, because that's pretty much all you do. You lack power quite a bit and are starving for magic items....
The Tortle monk barbarian combo works very well. Using the subclasses "Way of the Ascendant Dragon" monk and "Primal Path of the Beast" barbarian, you can essentially become a Raging Ki powered Turtle Dragon with a 10ft spiked tail for reach that can add 1D8 to your AC as a reaction. There is also a variety of breath attacks with the option of 20ft cone or 30ft line and breath element enhanced punches. By level 13 with 9 levels in monk and 4 in barb, you can take 3 feats. I found Tavern Brawler useful for both the point to Con or Str, and the bonus action grapple after an unarmed or improvised attack, which is the monk specialty. The second feat is Fae Touched for the Wisdom point, the Misty Step spell, and Silvery Barbs as the level 1 spell of choice for another 1 time reaction to save yourself or a friend from a potentially devastating Nat20. Thirdly would be the "Gift of the Gem Dragon" feat for another point to Wisdom and the "Telekinetic Reprisal" ability as another reaction option that allows you to force push an attacker back 10ft for you to then attack with your beast tail at a distance or even off a cliff depending on the environment. Finding a way to gain access to the Enlarge/Reduce spell with this build can make for a good bit of chaos, turning into a giant or huge sized turtle creature that is twice your original size and 8× the weight. This can help make you a bonus action grappling champion where you can potentially pin enemies prone to give comrades advantage on melee attacks. Also recommend the monk specific "Dragon Hide Belt" as a magic item for the Ki save DC increase and refuel on Ki points. 🐢 🥷
Armorer Artificer if you're willing to go 3 or 4 levels into Rogues is great--especially since your lightning launcher adds lightning damage as a sneak attack so physical resistance/immunity is a lot less of a problem & advantage on sneak is great.
Rogue sneak attack requires you use a finesse weapon, but finesse doesnt require you use dex and it is a choice between strength and dex. Barbarians can use reckless attack to gain advantage on an attack that uses strength.
Side note for the preacher build. There was a third party subclass I spied. For the rouge a while back. That cranks this synergy to the heavens. As the divine herald subclass basically makes you. A better paladin with some minor spellcasting. and a form of divine smite. Worked into your sneak attack. Multiclass the herald with a full on cleric. Really any oath you like and it would be fantastic.
My beloved multiclass: Rogue plus Ranger. There are multiple versions of this, depending on your flavor. In Ranger, pick Horizon Walker to change your damage type to Force every turn, Fey Wanderer for 1d4 bonus damage and to become the party face, or Gloomstalker for Extra Attack and 1d8 bonus damage. Take the spell Zephyr Strike for a single bonus damage with Advantage, and permanent Disengage to skip the Mobile Feat. In Rogue, Arcane Trickster grants more spell slots and access to both Find Familiar and Booming Blade (remember Zephyr’s Disengage), Assassin will turn your first turn hits into Crits, or Phantom can deal an extra hit of Necrotic each turn and give you advantage on Concentration. In 5th edition, a level 4-4 Horizon Walker-Arcane Trickster multiclass was able to solo a Hasted Chain Devil with doubled HP in a 30’ square cage match. Imagine how much stronger the other builds could be. In BG3 (where the Beast Master Ranger gets a Webbing Spider), 4 Sharpshooter Hunter’s Mark attacks a turn with advantage is great!
If you’re taking suggestions, I have one in mind, it’s called the Hexing Trickery, Variant human is optional for the ritual casting feat cleric. Take the first level in rogue, then two levels in Hex blade Warlock and Now take two levels in rogue again to become in arcane trickster, level up how you see fit and you just become a dude hiding in the shadows of the battlefield able to steal anything, do crazy damage to enemies, and because of ritual casting, you can heal your Allies.
I remember a human bonk in our game. It was fun storywise. But it was clear she struggled with the mechanics hindering her character. My Favorite weird mixes are still Barb + Sword Bard (focusing on non concentration spells). Barb + Rogue Paladin + Bard (if you must still toss in 1 lvl of Hexblade. It's worth it). Ranger + Cleric
One multiclass I love is the Rogue tank, one level on barbarian for unarmored defense and the rest on Rogue, focus on dex and con and you get a hell put of a duelist, with AC going from 18 to 22 (with a shield) add to that a sentinel feat and you not just hit hard you do it twice per round with weapon damage resistance and a high AC
@@MaxPwnzer good point, that would boost the damage out put but you'll need to add strength to the mix an loss on dex and con which will go against the previous concept 😅
I’m doing my own spin on the Bonk with my Astral monk. Activate arms, then rage. Declare i’m using STR for everything, and Arm means I use WIS instead.
Hey there's a group creating a DND 5E homebrew setting based on hollow knight called Hollowed Kingdoms. I think they're really cool and i'd love to know your opinion on what they're making. It includes a bunch of different races based on insects, So far 3 new classes, a bunch of new subclasses, Only one monster so far (but it's pretty cool and it makes sense in the lore of hollow night), Even new weapons and armor. It'd be really cool if you could review them and it would probably help them as well. The 3 new classes that they maid are in a way kind of like combining 2 classes that already exist but going a different direction with it, lore included. There's one that's kind of like a mix of barbarian and paladin, one that's kind of like a mix of Wizard and Sorcerer, And one that's kind of like a mix of fighter and monk.
One multiclass I loved making myself was the Moon's Champion. Moon Druid 2/Twilight Cleric 2/ Barbarian 1. That was a one-shot so I obviously didn't have to workshop the progression before or beyond level 5, but I think there are ways to make it work. At level 5 this is quite possibly the most insane support build, and won't allow you or your allies to die. Twilight sanctuary goes a long way all on its own, then you can either bless and use the Dire Wolf to support your allies offensively, or you can rage and transform into a bear to soak up insane amounts of damage by fueling your 4 full caster level's worth of spell slots into combat wild shape's healing ability. If someone has a suggestion on which class to pump into after I'm open (I guess Moon druid becomes less relevant at higher levels if you forgo druid so probably that one to keep tanking)
I would like to posit Rogue/Wizard for one of these videos. Specifically the combo of Swashbuckler Rogue/Bladesinger Wizard. Especially fun in seafaring campaigns. Swashbuckler Rogue starts off with Fancy Footwork, meaning you don't have to use your bonus action to disengage so long as you make a melee attack against a single creature since it can no longer get attacks of opportunity against you. 3rd level gets you Rakish Audacity, adding a bonus to your initiative equal to your CHA for those sweet, sweet early plays, as well as no longer needing Advantage to roll your sneak attack dice, so long as you are in single combat (and don't have disadvantage)! After that you focus on your spellcasting to add ridiculous amounts of tankiness and damage. The Light Armor/single one-handed melee weapon proficiencies of Training in War in Song is lost since you'll already have that from the Rogue class, but you get free Performance proficiency for that role-play potential, and ultimately the Bladesong is what really makes this subclass stand out. You get 1 full minute of bonus to AC = to INT mod, +10ft to walking speed, advantage on DEX(Acrobatics) checks, AND a bonus to CON saves for concentration spells = to your INT mod. At 6th you get extra attacks which all Rogue multi-classes adore, along with being able to cast a cantrip instead of a second attack. 10th level gets you the ability to spend your reaction and one spell slot on damage mitigation. And 14th gives you access to extra damage = to your INT mod ON TOP OF what ever sneak attack damage you'll be doing. After that you can pump your remaining 3 levels back into Rogue to finish your character for long running campaigns to add extra SA damage and buff what is already a very powerful melee caster. Equally you can swap out Swashbuckler for Soul Knife if you want to style on people with MIND DAGGERS!
I had the bear with flamethrower idea a bit back, glad to see it come back :) Without the artificier bit bc it fit more for the character to have only druid levels
I had actually made a Biter already, Paragon Barragon was a Swords Bard and Battle Master Fighter. Had more Bard than Fighter, but still was one hell of a badass
Love the rogue/artificer idea! Several years ago I played an arcane trickster rogue up to level 10 in Tomb of Annihilation (he was annihilated in the tomb, name checks out). I couldn’t find a magic weapon until almost the end, and a huge amount of the jungle enemies resist non-magical b/p/s damage. This dip would have been great and leaned into the magic I was already enjoying. Shadow Blade helped a little. All that said, it’s weird to me to suggest this dip for arcane tricksters, and then posit the weapon attack cantrips as a valuable damage boost, when the AT already has access to them and probably took Booming Blade already at level 3. For the Inquisitive or other high int rogue, it’s great, though, and I think the artificer still offers a lot to the AT.
along with the 2 levels of artificer. choosing thief as the rogue subclass and adding the feat healer makes an amazing combat medic. using spells to heal and control the battle field. then using the ability fast hands to use a healers kit as a bonus action to heal an ally in the middle of a boss fight can be a life saver.
For a lvl3 oneshot, I'm trying out a crazy build of a Hexblade Wildfire Druid. Both fill in the slots well as I get subclass perks from warlock at lvl1 and Druid at lvl2. Start off as a druid to gain medium armor and a shield. Bundle that with Hexblades using their CHA as their weapon modifiers, you can get a fairly decent build going right away, especially if you get Shillelagh, as it modifies your weapon to a d8 and becomes magical; throw in spells like Hex and Shield and you're pretty well set. But real seller on this is the Wildfire Druid's feat of summoning a fire spirit for 1 hour; primarily it's ability of teleporting you and any number of allies within 5ft of you at least 15ft, whenever you use a bonus action to give it it's command to use that action. So depending on the turn economy you're in during combat, you can use your bonus action to tell your Fire Spirit to hold it's action to Teleport; which can benefit if you desire it to do so when an enemy is about to attack, or if you wish for it to teleport you behind an enemy once your turn starts to try and flank an enemy. Then just go ham wild on it with spells or attacks, and/or flee....both classes have good utility spells to work with depending on what ya aiming for!
My personal favourite is Barbarian/Paladin multiclass (bonus points for taking zealot barb) as you can put points in STR, CON and CHA and leave DEX out as you can still rage in medium armor (with which you are proficient from paladin) and because your divine smite is not a spell but rather a class feature it can be cast during rage. As a Paladin you also get some useful spells for when you're not raging and features like lay on hands and channel divinity. But the flavour alone is worth playing this multiclass. Playing as this intimidating divine warrior channeling the wrath of gods with every strike that also refuse to die (and if you took zealot even if you go down for good, you can get revivified for free and you're good to go for the next turn).
I did a Bonk once where i convinced my DM to let me use Con+Wis as my Armor Class. He was based off of a Sumo Wrestler and did not dodge. I remember Open Hand monk, i think i chose Beast Totem Barbarian. I did a Biter too. A Half-Orc Champion Fighter / Swords Bard. He used a Greataxe. It was all about maximizing damage on critical hits while focusing on the Sleep and Hold spells. Flavored as an Executioner by trade.
Spy Master?! Why did I not think of that name? I was just calling it a Skill Monkey, thanks to the Rogue’s Expertise and the Artificer's Tool Expertise.
I love combining Bugbear with monk it´s so much fun having a character who does 1d6 (shortsword) +3 +2d6 + 1d4(unarmed strike) +3 +2d6 +1d4(flurry of blows) +3 +2d6 for an average damage of 38.5 in the first round at level 2 with a 16 in dex
In my mind it'd be an invertebrate focused Druid. Certain scorpions and spiders have been found to have iron compounds in their fangs/stingers. So flavor it as some crazy bio-mechanical chitinous armor, explain the actuators and motors as bio-hydraulic pumps (ie. how spiders and some other insects move their limbs). AI or autonomous machines could be literal animals inside a bio-mech suit. Remote control is explained by pheromones/scents instead of electricity, etc.
I've got a Ranger/Wizard with Warcaster im pretty happy with. Casting Zephyr Strike means she's never stuck in a bad spot, and i reflavor her offensive spells as special enchanted arrows. Pretty cool if you ask me
My version of the Bonk uses the Loxodon race, the Drunken Master Monk and the Beast Barbarian. You can run, but you can't hide, the Rampaging Pink Elephant is coming to get you!
One of my favorite classes that I'm currently playing in a campaign is Enchanter Wizard with a dip into Life Cleric. Giving the "Wizard" Heavy Armor + a Shield + Reaction Shield (if needed). Not to mention the main part of the class saying I'm going to buff/debuff with a concentration spell, on my next turn I'm going to incapacitate a enemy and heal my teammates every turn with healing word, 1d4 + 5/6. It gets even crazier if you cast haste on yourself, because you can use the hasted action to hold the hypnotic gaze, and still cast your other devastating spells like fireball.
I have a doubt now. The Druid's wild form can use the equipment that your wild form can. But the Armorer Artificer says that your arcane armor always adapts to the shape of your body. So, could you use a Brown Bear with heavy armor?
" Vou choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. " So, yep, if you have an armor that magically adapt to your body shape, it would morph into an armor adapted to the brown bear, or any other animal, you've became...
i recently played a Circle of Spores Druid with a level dip into Monk and it felt great each of your extra unarmed strikes get +1d6 necrotic from Symbiotic Entity, and Unarmored Defense is a life saver because circle of spores needs AC like a fish needs water. it means you can afford to neglect Dexterity for a while and max out Wisdom first
Going Zelot Barb with the Bonk and its Long Death Monk. While Rage beyond Death has a similar objective as Fanatical Focus, the Monk version cost a ki point for a guaranteed Death save, while the Barb version just let's you keep going _while_ raging. So possibly RAW you could just keep going while Raging and then at the end spend a Ki point to get to 1 HP and survive. The only issue is you would need to be a *combined level 25 character.* So it's never going to be a crossover, and you just decide your level spilt and see what life-saving features you pick up. And then you become very unkillable - except for being a Tortle that dies of old age before almost every other race, so your enemies can simply avoid you in order to outlive you. That Elf can take a sabbatical for a few decades and then track down your grave in order to collect your shell for decoration.
Mastermind - (Help as a bonus action, 30' range help on attacks), Historian (help applies prof bonus to any check), Artificer Flash of Genius(reacrion to apply Int Mod to any check). Artificer can cast enhance ability as an action as well. Get'r'done.
A combo that i really hope to try one day (cries in forever DM) is a rogue/warlock as the infiltration specialist. The base idea would work for every type of rogue, and only needs 3 warlock levels. What i want from that is disguise self and devil sight from the invocations, the booming blade and minor illusion cantrip and the darkness spell. You can mix the subclasses any way you like, but should avoid warlock subclasses with level 1 features that scale of level or charisma. Great old one, Genie, fathomless or hexblade work well.
Alternatively for the Spymaster you could go into Artificer first to get a gun, if allowed. Also you can get a gun with Artilerist though I think Battlesmith is a better option since it puts a body on the board that could, if anything, block things. I actually made a Air Genasi Arcane Trickster/Artilerist that seems fun, but I was also looking at making Inquistive/Battlesmith. Tortle saves another build. It truly is one of the most underrated and most powerful races. One of the Artificer/Druid combos that is underrated it Alchemist/Wildfire. They honestly work really well together. I know the Alchemist is a really weak subclass but when you get to level 5 you can add your Int to spells that heal or deal Acid, Fire, Necrotic, or Poison. This is once per spell you use your alchemist supplies but it works with the level 6 feature where you can add 1d8 to a spell that heals or deals Fire damage. The only thing that really sucks is that you don't have access to Fireball. I was noodling a high level build where it would look like level 13 Wildfire Druid, level 5 Alchemist Artificer, and level 2 Evocation Wizard. You'd basically be a level 18 spellcaster with a Fireball that has 7 extra damage that ignores Fire resistance while you can shape the spell to protect allies. You'd be using your bonus action to control a summon while keeping your action free to do broke Druid stuff. Also you'd have random potions to buff your party. Pretty sure no one is going to say no to having a little extra move, healing, or AC among other effects. It seems like it would be fun but comes online kind of late, at least level 11 though if you do Druid first level 6.
@@taylorsmith9197What? It's legit the 1st time in any DnD game you can even be a Bard Pally (Bard is chaotic, and Pally is lawful) So they shouldn't even be a multi-class option in DnD. Not sure how it's widely known as the best, when it's only ever been built since BG3 went full access. 100% an obscure AF DnD build, that does not exist, in another DnD video game. The O.P. is spot on here.
@@neverfallnewsmedia5e has no alignment based class restrictions. As someone who's been playing 5e for 5 years now, Pally/Bards aren't uncommon. In fact, their toolset so obviously overlaps so well it was my first multiclass. Maybe the vets from older editions aren't considering it because they still think of classes as being alignment based, but to those who started in 5e this is a no brainer for anyone looking to play a support character.
Not the most broken combo, but one I thoroughly enjoyed was... An aasimar bard/artificer combo Lore Bard for Find Familiar and Find Steed secrets. Battle Smith Artificer for the steel defender. The character was a twist on the biblical cherubim... four souls in one body. The familiar, steed, and battle smith are all resummoned when injured with a spell so they're all part of the aasimar.
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Made a barbarian monk multiclass work without turtle.
I also ignored dex and I kinda maxed out at 15 or 16 AC, but rage resistance lets you get away with low AC.
I went open hand monk and totem barbarian. That self heal does a lot.
Also the battle field control is crazy. I am punching guys into walls off cliffs.
Stop. Saying. "Shtrennf"!!
I would love to give you some money, but unfortunately, I'm just a russian student, so I can't donate anything
Will be there, by any chance, a freeby? I am fond of mystical creatures of Japan
It can also save marriages.
don't forget that with the Spymaster, you can take one more level in Artificer for Armorer, spec into Infiltrator. your armor is now giving you ADVANTAGE on stealth checks, a huge boon for Rogues, a free weapon in the form of the Lightning Launcher, and 5 extra feet in movement speed to help close the gaps or widen the distance when using bonus action disengage.
EDIT for the BG3 players. try a Bonk in Baldur's Gate 3, pump Strength high, and go with your choice of Con or Wisdom for the secondary AC stat. here's the spice to make it work: first Feat or ASI you can take, pick up Tavern Brawler, which got buffed to DOUBLE your strength stat in unarmed, improvised, or thrown damage.
I also just love the combination of the lightning launcher and sneak attack, I think it's technically the only RAW way to deal elemental sneak attack damage?
Mind you that advantage only applies if you didn't pick heavy armor to wear.
yup infiltrator + assassin is an insane combo
@@Marb315Not sure if it counts as Elemental, but Soulknife Rogues get Psychic damage Sneak Attacks.
@@joshuabeatty7371which you wouldn’t as it’s a bad armor for rogues, best armor for rogues would be half-plate
Free reminder for the spymaster that if you take three levels in Artificer, the Lightning Launcher that you get from the Infiltrator armor from Armorer is considered a simple ranged weapon and is therefore valid for Sneak Attack.
It’s great! Makes a cool blaster character, and the extra d6 of damage makes up for any lost sneak attack from taking artificer levels
Something you neglected to mention about multiclassing Artificer + Druid is the Armorer subclass.
Normally, armor and wildshapes don't mix, since it either merges with you when you wildshape, or it stays on and possibly retains some functionality depending on what you shapeshifted into.
HOWEVER, your Arcane Armor from Armorer is able to change its shape to cover your entire body, even replacing limbs if need be. This means that it should be able to still function fully, no matter what you change into.
This seems... very DM dependent, at best. You have to be wearing the armor to turn it into your power armor, which you obviously can't do as a bear (or whatever). If you doff the armor as an action in humanoid form, wildshape, and then try to put it back on, i think you'd need a very generous DM who allowed the armor to fit your new form.
Note that the rules for wildshape include the following:
"your ability to speak or take any action that requires hands is limited to the capabilities of your beast form."
"You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so."
"Your equipment doesn't change size or shape to match the new form"
@@MEIZimm in this case I would consider specific beats general, equipment not changing size being a general rule, and the arcane armor can be doffed and donned as an action, along with it specfically saying it covers you would ve specific.
and my usual arguement with such things as a dm, is if it's unclear, but unbroken, may as well allow it, and the armour wouldn't add all that much, but would be cool
flavor it that your wildshape is entirely the armor's doing
I can personally speak to the effectiveness of the Artificer/Rogue combo, as I'm currently playing one. But I went 3 levels in Artificer for the Infiltrator Armorer. Advantage on all stealth checks and a ranged weapon that deals 2d6 lightning damage while still working with sneak attack, in addition to all the other benefits you mentioned. It's pretty badass.
So with Artificer, you're obviously the Armourer subclass (and the doff or don armour as a bonus action is a great utility, especially if you have a bag of holding to stash it in. Cue Iron Man suit-up sequence in high speed).
But what Rogue subclass are you?
And what benefits and synergies does it give?
@@casbot71 realistically it doesnt really matter. if you want to go full ham on stealth guy go arcane trickster for invisibility. and you obviously will get more benefits out of your good INT
@@casbot71 hmm, man, I gotta think how to make this concise lol. Most of the synergies are covered in this video and my comment. Like, I did take Fairy Fire, Guidance, and Cure Wounds, and all of them have really come in clutch. The campaign started at lvl 5, so I went 3 Artificer/2 Rogue, but that meant at lvl 5 I had a +10 and advantage on all stealth checks, along with 6 tool proficiencies and 7 skill proficiencies. I was basically aiming to make an infiltration master.
I toyed around with a few different Rogue subclasses, including Soulknife, Mastermind, and Thief, but I ultimately decided to lean into the spellcasting with Arcane Trickster. It's still a fairly new campaign, so I can't totally say how it will perform at higher levels, but so far it's been a blast to play.
@@galmenz6118 yeah, I ultimately decided to go with Arcane Trickster, but honestly there isn't a single Rogue subclass that wouldn't enjoy a 2-3 level dip into Artificer.
For the Spymaster build, using Armorer Artificer, I would either do 17 in Mastermind Rogue, or 13 in Inquisitive Rogue. Alchemist Artificer would also work well with Mastermind or Assassin.
Nonono, the artificer/rogue is great because you get a Lazer gun and you become that one blue lizard Pokémon with sneak attack damage.
Inteleon?
Lol I thought salamance
Swampert?
@@venuswine9905 That or Greninja
Niceeee im currently playing the lvl20 multiclass mod and artificer mod in bg3 rn. I didn't have any ideas yet what to do w my second class. Playing as a Cambion Inteleon might be fun.
Warlock artificer has been fun. He was born without his right arm which armorer replaces with a power gauntlet. It also doubles as his pact weapon.
I have one of those. A always do agonizing blast + force balista and flavor it as one big runic bazooka
Making doom fist in dnd
@@dodonixx953kaboom?
The Artificer/Druid made me remember a Westmarch I was in:
I was an Artillerist Artificer and had befriended a Druid. As we were talking, he showed off his wildshaping. I proceeded to place a cannon on his back. The wolf’s tail was WAGGING and the gud boi had telepathy so I could hear him freaking out over how awesome it was! We didn’t get to do it before the thing ended, but we had plans
That sounds so cool
I made an Inquisitive Rogue Knowledge Domain Cleric multi-class to experience that classic "Inquisitor/Witch Hunter" archetype. Genuinely great combination
The barb/monk combo is actually super op in baulder's gate when you pair it with tavern brawler.
I'm a 3.5 old-timer, so it just sounded wrong to me.
Played the Bonk as a Strength based Goliath Open Hand Barb Dip in DnD, boy it was fun. Dumb as a rock, putting enemys down with a giant broom.
Using the Fighter Initiate feat and taking the optional Unarmed Fighting Style turns your unarmed attacks into strength based attacks that do 1d8 if you don't have a weapon or a shield on either hand. You start Barbarian and ignore the WIS (except for the minimum 13 needed to get Monk). Starting Variant Human or Custom Lineage gets you 3 attacks by level 3 (1 Bar/2 Monk) each doing a potential of 1d8 + STR. Not bad. Our DM allows a feat at first level and I have a Dwarven Barbarian/Monk set up for Bear Totem/Drunken Master path build.
Monk/thief combo is also great with tavern brawler. Especially with potions of giant strength. I feel like monk is just good with tavern brawler in general with items to boost dex
hehe eepy aurora pfp
A third level in artificer will let you take the armorer subclass, which if you take the infiltrator armor, boosts your speed by 5 feet, gives you advantage on stealth checks, and gives you a ranged weapon attack that deals lightning damage.
Soulknife Rogue’s Psi-Powered Knack pairs beautifully with the Knowledge Cleric’s Knowledge of the Ages Channel Divinity. Plus you essentially get extra expertise and spells like Command and Suggestion are really thematic.
I am currently playing this in a campaign and it is beautiful
How did you choose levels? Starting a new campaign and want to run this character concept
@@CroMagnonCrust I am currently 8 cleric 1 rogue and is great at the moment and will only get better. Also took the skill expert feat so loaded with expertise.
Also I thought about going rogue later into the character for rp reasons
The moment you said "Bear with a Flamethrower," I was sold.
Let me just throw my weird pitch into the mix:
Mad Scary
Undead Warlock 2 / Zealot Barbarian X
Be a Reborn for that little extra spooky flair, but any race technically works fine.
Take your first level in Barbarian for martial weapon and shield proficiencies, as well as Intimidation and Athletics. You're rocking a 16/15/14/8/8/13 with point buy (+1 to Str/Dex/Cha) and a cool 14 HP.
Next two levels should be in Warlock, taking the Armor of Shadows and Devil's Sight invocations, bringing you up to 28 HP at level 3.
From there, get to Barbarian 6 and take the Resilient (Dex) feat, leaving you with 16/16/14/8/8/13 and 73 HP.
What this leaves you with is a permanent 18 AC with Mage Armor at will and a shield, Armor of Agathys for an effective 10 temporary hit points, a turn 1 Rage/Attack, and a turn 2 Form of Dread to regain those hit points when you lose them from AoA, which are potentially higher at an average of 7.5 (15 while raging).
You are now a walking nightmare that forces a saving throw once per turn to give a creature the Frightened condition, negating your Reckless Attack penalty if you use it on a creature in melee. You can add a d6 up to 3 times to your already +6 Athletics checks to break free of grapples and restraints, or to shove enemies. You have every physical saving throw proficiency against many short range spells, which you can reroll if you fail with the advantage you have on Dex ones.
You are also:
- Immune to darkness and creatures that use it to hide
- Immune to the Frightened condition
- Immune to magical sleep effects
- Able to fight underwater or in a complete vacuum
- Maybe given a flying speed if your DM will let you be a Reborn Aarakocra.
- Resistant to poison damage and the poisoned condition
- Given advantage on all death saving throws (And can be revived for free if you somehow bypass that)
Not optimal, but super fun.
Mage Armour doesn't stack with Unarmoured Defence, you either get 13+DEX for 15AC or CON+DEX for 15 AC.
In your case I would have swapped fiendish vigor for Armor of shadows as armor calculations never stack and really at worse Unarmored defense would be like 1 AC less. And fiendish vigor lets you start every fight with 8 temp HP for when you don't have AoA or don't have the chance to cast it. As even if you can cast AoA, the temp hp doesn't stack, but you can choose which source you want so it doesn't stop AoA. I've played a very similar character that was a bit flip flopped. 3 Ancestral Barbarian (although any barbarian would work honestly) X-Fiend Warlock Gem Dragonborn with the Dragon Fear feat.
I got:
-Fly speed at level 5 that works with rage and a resistance of choice between about 6 types normal Barbs dont resist. Like psychic or Lightning etc
-You have great tank abilities for both single target and and mobs with the Barb taunt and the dragon fear roar which only uses 1 attack
-Take the Thirsting blade invocations for extra attack and Devils sight. Cloak of flies works with rage too, or eldritch Smite.
-Get a great warlock ability that allows you to add a D10 to any saving throw once per short rest, great for those crucial mental saves barbarians suck at Warlock 6
-At 10th level (7 warlock), you could stack both AoA and Fire shield and do 20 + 2d8 damage to everyone who hits you per attack (Fire shield is not Concentration) and gain either fire or cold Res (I only did this once, and was freaking awesome, worth both spell slots lol)
-Gain temp HP everytime you down an enemy.
-At warlock 10, gain another resistance of your choice that you can swap out on a short rest.
If you start Warlock for the saving throws, 1 Warlock, Go 2 Barb, 4 Warlock, 1 Barb, rest warlock, your extra attack and first ASI come on a couple levels late but your still very well off for the most part. Fiendish vigor makes up for the slightly lower HP, you can stack temp HP like crazy on this build. A 14 Cha goes a long way on this build, if you can get 16 you're set. And you don't really need a maxed Str as with reckless attack, even if you are 1 less to hit compared to the curve, you are still fairly likely to hit most things. And if you need an ASI, just 1 more level in barb gives you that.
All in all, your build definitely works, i partially wrote mine down because ppl crap on the Barb/lock combo and there are many way that MC works lol
@@craigauty8874 If you're two-handing a weapon, yeah, you'd be right. But 13+3+2 from Mage Armor/Dex/Shield is what I was going for here, specifically to bump it up to the funny haha 18.
Just made my first character last year as a Warforged Druid of the circle of the forged, it has the same wildshape bonus’s as moon and I can confirm, dire wolf is the GOAT. Doesn’t get muti attack like the brown bear (my second favorite) but the special ability to knock people prone when using it bite attack, combined with the decent movement speed and AC along with pack tactics makes if so good for combos. Been waiting to get sommoning spell so I can make a whole pack of wolves all attacking with advantage with me leading them. Druids in general are criminally underrated.
Moon Druid + Armorer Artificer woukd maje a pretty fun combo too. The armor conforms to your body shape, naking it usable even as an animal, and you can either become a super tank with the thunder gauntlets, or shoot freaking lighting and be super stealthy as an infiltrator. Good stuff
problem is the stats though. there is a reason multiclass usually have overlapping stats. also spell progression delaying
@@galmenz6118 You would need to wait 'till lv6, which is not that bad. We're assuming that with the video anyways.
And at lv12 you get basically permanent flying and a 19STR to all wildshapes thanks to the armor modifications plus infusions not to mention a +2 to the AC of the armor, which is higher than most natural armor in the game.
The only two wildshapes that matter and is sad that you lose are the giant subterranean lizard and the mammoth, because most DM's I've talked to don't really like the idea of dinos.
Edit: Forgot the str
@@galmenz6118problem with that combo: Druids cannot wear any armor that contains metal, asides from the bare minimum of rivets and clasps and the like. While this combo sounds really good, it would only work if you could use Hide armor (if you have Medium Armor proficiency)
@@draconicexodus9910 technically that is flavor text (and thankfully its being axed on the remaster), but yeah most tables (myself included) use that. if your DM is extra nice maybe you could get bark full plate...
@@draconicexodus9910the text actually says druids "won't" use but in this case you're not an average druid. Also many dms don't really bother with restriction as long as it fits your fantasy. But yeah if you have a really restrictive dm maybe pick another build
Great video! One addition to your Rogue/Cleric: the Grave Domain subclass. They have an ability that allows them to make a target vulnerable to damage for the next attack. So curse the target, survive a round, then hit the target for double damage
A combo I though of a while back is what I call the Big Daddy. It an Armorer Artificer and Rune Knight Fighter multiclass. You get your suit of armor with good AC and damage options as well the chance to infuse 4 separate parts of it as well as extra rune features and essentially barbarian rage without restricting spell casting. Now your a hulking armored brute in a suit of armor that could let you breath underwater shoot your choices of fire, ice, lightning or more at your enemies. All you’d need is a drill and you be right at home in Rapture.
Another interesting one here that is similar to the spymaster is a potionmaster. Alchemist Artificer + Thief Rogue and you can use your poitions as a bonus action on yourself and allies. Good healing, decent damage, and a super skill monkey for the party between gadgets and the skills you get from thief
Important note that this interaction is actually DM dependant, since the Experimental Elixir is not specified to be a magic or nonmagical item. RAW and RAI, Fast Hands does not work with magical items, including regular healing potions.
I did another kind of bonk for a campaign that basically made him the wolverine.
1) go hill dwarf.
2) path of beast barbarian, focus str>con>dex, were ignoring most of the monk features around wisdom, because the wolverine doesn't stun, he attacks.
3) after you get your 2 attacks from PoB, go monk the rest of the way, specifically kensei. At 4 monk grab dwarven toughness for your healing factor and at 9th level monk you'll start upgrading the damage of your claws to be in line with your monk weapons (I think it was 9th level, could've been 11th)
Surprised many people don't talk about Ranger/Cleric combo.
It's the epitome of being a Christian Homesteader. Very fun, regardless of the archetypes chosen.
I started one in a Straud campaign as I realized, as a new player, that we didn't have a cleric or paladin and probably needed one. So level 1 Rogue, 2 levels of Life Domain Cleric. A Paladin just joined our party, but I think I'm going to level up to level 3 Life cleric to get Spiritual Weapon, then back to Ranger levels in Gloom Stalker
Played a oneshot as a Drakewarden Ranger with a War Cleric dip and it was pretty cool. Draw aggro with the drake while you snipe or rush in to take advantage of flanking if your game uses it.
I believe he's done one in a previous multiclass video
@@jonny-lancs1944 Are you sure? I don't recall him ever mentioning it.
I played a horizon walker ranger / life cleric and it was very fun.
Delighted to see the Rogue + Trickery Cleric get some love! I played a Halfling Rogue 1/Trickery Cleric 8 for a few sessions, and she was wildly effective and fun. (Especially because the specific adventure involved a heist and undead…)
Over a couple rounds she drove low-level undead away from her friends, somersaulted into a circle of higher-level enemies with Spirit Guardians up, then swiped the macguffin out of their hands, bonus-action disengaged, and tumbled through their space to escape.
The spymaster build is literally the character I’m playing in my next campaign. How did you read my thoughts?! tell me a mighty DND shorts man!
Inquisitive rouge, order cleric feels nice thematically, and bonus action hold person paired with sneak attack feels real nice.
Something similar can be done with rogue and vengeance paladin. Also Inquisitor's flavour, but more like a headhunter
I love your multiclasses videos. I was always dubious about taking them, but with your simple explanation, I fall in love with some of them. Like BONK, or your mix of fighter and bard (I had similar idea but to go with Paladin to have even more smite usages, perhaps going 4 levels in collage of swords bard , 4 levels in paladin and rest in warrior is good for that 3 attacks, 3 fighting styles, more spell slots, will be nice as well). Anyway thank you for showing how creative you can be and I am waiting for more.
Had a friend play an arcane trickster rogue with alchemist artificer, because mage hand was a bonus action they put all their money on potions and used the mage hand to feed people healing or buff potions and action to booming blade in melee or knock enemies away from opportunity attacks with a sling at range (crusher + elven accuracy). She became the most versatile area control rogue I’ve ever seen
Perhaps the most interesting, complicated and thematically complete character I have ever made.
Initial intention, a performer character not absolutely beholden to cranking up bard levels. A performer with every ability, level and selectable option chosen to increase the audience impact of the performance, and still retain combat effectiveness.
The Fire Eater/Flame Fist
Dex 1st, Cha 2nd, Con/Int/Wis 3rd, Str 6th
Gold Ancestry Metalic Dragonborn
- Metallic Breath Weapon
- Metallic Resistance
- Metallic Warding
Entertainer background.
1 level Mystic Order of Immortal
- Beastial Form, Giant Growth, Mastery of Fire.
- Lightstep
- Immortal Durability
1 level Sorcerer Phoenix Sorcery
- Mantle of Fire
2 levels Wizard Bladesinger
- Bladesong
3 levels Bard College of Glamour
- Mantle of Inspiration
- Enthralling Performance
- Expertise, Perception and 1 Instrument
13 levels Monk Ascendant Dragon
- Breath of the Dragon
- Aspect of the Wyrm
- Draconic Disciple
- Wing Unfurled
- Other Monk features
Feats
- Fighting Initiate/Tunnel Fighter
- Sentinel
- Mobile(or Performer)
Languages - Common, Draconic, Choose 1
+ Tongue of the Sun and Moon
Musical Instruments - Choose 4, 1 with Expertise via Bard
Artisan's Tools - Disguise Kit, Choose 1
Additional Weapons - Choose one 1 handed weapon via Training in War and Song
9 total Cantrips. Greenflame Blade required. 8 left, selecting those that are themed on fire or could enhance a performance.
Known Bard Spells - (4 Rituals) Speak With Animals, Animal Messenger, Locate Animals or Plants, Silence, Fairy Fire, Heroism.
Known Sorcerer Spells - Mage Armor, Burning Hands
Key Wizard Spells - Find Familiar, Longstrider, Shield, Dragon's Breath.
Collecting Wizard Rituals
60' movement, +10' Bladesong, +10' Longstrider, +10' Light Step
Flying with Step of the Wind and Wings Unfurled.
AC10 +Dex Mod +Wis Mod or +Con Mod
+2AC Tough Hide
+Int Mod AC Bladesong
+5AC Shield
+3AC Mage Armor
Immune to Disease and Poison via Purity of Body.
Resistance to Fire ×2 with Mastery of Fire, Metallic Resistance.
Resistance to chosen element with Aspect of the Wyrm.
Immune to Fire with Metallic Warding.
Other defensive features.
Simple turns most of the time, move, basic unarmed attacks, bonus action to trigger Tunnel Fighter. Greenflame Blade on any attacks of opportunity.
Bladesong and Tough Hide to avoid hits, Mantle of Flame and Mastery of Fire to max out "breath weapon frenzy", Giant Growth and Ogre Form for blocking routes with a 20' reach. Mantle of Inspiration as a persuit assist.
Unarmed 5' standard reach 1d8 +Dex Fire
+5' Reach w/Giant Growth
-or-
+2 fire damage w/Mastery of Fire
-and-
+Cha fire damage w/Mantle of Flame
+10' reach and +1d4dmg w/Ogre Form
--Breath Weapon Frenzy--
Breath of the Dragon 3d8 Fire
+2 w/Mastery of Fire
+Cha Mod w/Mantle of Flame
--and--
Metalic Breath Weapon 4d10
+2 w/Mastery of Fire
+Cha Mod w/Mantle of Fire
--both--
Can replace one attack each out of an attack action. Can do upto two breath weapon attacks per Attack Action. Standard Attack Actions and Flury of Blows Bonus Action can each replace two attacks. Attacks of Opportunity can use a breath weapon. This is upto 4 breath weapon attacks in a single turn and more based on Attacks of Apportunity.
--Additional Breath Weapon per turn--
Can remotely cast Dragon's Breath on familiar. Owl with flyby and 60' fly speed can do 3d6 cone attack once per turn for 1 minute, and fly away without provoking. Mantle of Inspiration can provide the familiar bonus HP and and a free move.
My parsing - marks dont copy and past everywhere
A build of my own that I haven't heard of much
Captain Face-Tank-Mc-Never-Dies
Path of the Zealot Barbarian
Pact of the Fiend Warlock.
The amount of temp HP you get from spells and kills is INSANE against large crowds, especially since it's doubled against melee entirely. Add on the free revives from Zealot and even your death is now only a speed-bump. So charge forward and tank to your hearts content.
I like Shifter for this builds race to get three attacks for some solid damage at high levels with the additional rage damage bonus if you take the longtooth shifter, and also there's the temp HP on transform.
Charge forward and cleave through literal armies while refusing to die with this set up, and have fun!
Also warlock gives tons of flavor and options to the usually limited barbarian, especially if you rock high charisma and the right invocations.
More love for the Spymaster here!
I've been playing a PC version of Ezmerelda in a Curse of Strahd game for about a year and I opted for this build, currently thief 4 / armorer 7. I was trying to capture Ez as clever and extremely skilled, a team player that put the spotlight on the party but was completely self sufficient. She turned out like a mix of the characters in Van Helsing (w/Hugh Jackman) and Batgirl, and it has to be one of my favorite builds of all time.
It only requires DEX and INT, giving you room to take feats or bump CON. Rogue helps you move like crazy and gives you a pile of proficiencies and expertise, Fast Hands helps open up creative options on turns you don't Cunning Action. Artificer gives you a pile of tools, cantrips, and spells you prepare on long rest. Eventually you get Tool Expertise (applies to thieves' tools) and Flash of Genius to make you an expert crafter. Armorer lets you wear heavy armor for high ac or light armor for super stealth in infiltrator mode. You can pick up a spell-blade cantrip and infuse a magic weapon to round out the armor weapon you have available. Infusions are very customizable and can cover whatever you need, especially past Artificer6 (example: Infuse an alchemy jug to have a limitless supply of acid, poison, and oil to use as a bonus action, or for its many other uses).
All together; High utility, skill proficiency, damage, and adaptability, plus a ton of fun!
I once did a inquisitive rouge and arcana cleric multiclass and it was awesome!!! Always getting your sneak attack damage with booming blade too! It was pretty awesome!
I'm partial to the Blender Bear myself (I believe Colby from d4 came up with this originally, but he called it something else)
- Giff race for Hippo Build which gives advantage on strength checks and strength saves
- Take a background that gives proficiency in Athletics
- 3 levels in Wizard, take the 2nd level spell Cloud of Daggers. Bladesinger is probably your best bet for wizard subclass, but that's not very important. We're here for cloud of daggers.
- 2 levels in Druid, take the moon subclass.
In combat, use your action to cast Cloud of Daggers on an enemy's space, then wild shape into a bear. You now have a +7 to Athletics checks (+3 from proficiency, +4 from the black bear strength modifier) and advantage. On future turns, spend your action and movement to grapple enemies and drag them in and out of the cloud of daggers, dealing 4d4 every turn that you drag them back in to it, and another 4d4 every time they start their turn in the daggers
The "Biter" takes the Disney song "Whistle while you work" to it's literal ridiculous conclusion.
The Rogue/Artificer multiclass sounds super fun and I'm shocked I haven't thought of it before. Also, Trickery Cleric and Rogue is such a delicious idea, very tricky and roguish.
Re: Bonk-
You can also go with the Loxodon instead of Tortle. Their natural armor uses Con (12+ Con so you'll need some bracers of defense to get to AC19). Focus on Strength, Con and Wisdom, then dump Dex and everything else.
You still need a 13 dexterity due to multiclassing minimums, which is why Tortle is probably the better pick. You get good AC despite not being able to heavily invest in either Con, Dex or Wis, while you'd need 20 Con for Loxodon to catch up.
It relieves some of the pressure to invest in dex, but tbh I don't see why you'd go loxodon rather than just bumping your dex from 13 to 14 and using Barbarian's Unarmored Defense.
I feel so dumb, I love 5e tools and have been watching this channel forever, and i only today realized that's what's being used for references hahaha
Actually, cleric/rogue (or more accurately, cleric/thief) has been around since the ancient times! All the way back in 2E, it's suggested right in the book that you can play a Half-Orc Cleric/Thief, and I think that's beautiful
Dude, you have no idea how happy you just made me. I've been trying to figure out a martial bard style mutliclass so I can bring back my first ever dnd character~! He was a naive blue Dragonborn Valor Bard in the lands of Barovia. I really wanted him to use a sword because I thought it would be really cool, but it was hard to justify spending my entire action swinging a sword once, rather than casting a spell, especially since his stats werent really built for it. But with Swords Bard / Battlemaster Fighter multiclass, I'll work out even better! Not to mention that Battlemaster is hands down my favorite martial subclass to date.
Thank you so much man!
If you're up for a slightly minmax-y build, going Devotion Paladin gives you a channel divinity that allows you to add your Charisma mod - already something you want for a bard - onto your attack rolls. There's other things you can do to that to make it even more gross, but that little bit is reasonable.
@@pyrosianheirOn top of the fighter multi-class?
@@sirseacow4514 Instead of fighter. Sorry, should've been more clear. You'll get that Channel Divinity, plenty of smites from the Bard side getting you more slots, and it's still leaning the character more martial. But, if Fighter fits the character's vibe better, then stick with it! I'm just an internet rando, lol.
@pyrosianheir Ah, alright. For this particular character, I think it'll be more thematically appropriate for him to be a fighter, but I was thinking about making a different character a Bard Paladin multiclass, and I'll definitely have to make that one a devotion paladin.
Out of curiosity, what was that one other thing you mentioned?
@sirseacow4514 a i think 3? Lvl Hexblade dip as well. Let you make you weapon a pact weapon so that it works off Charisma normally, so that then you're getting double your Charisma mod added when you use pop the channel divinity. You can get some real gross attack numbers that way.
I had a friend who built UA artificer back when they had a thunder cannon with assassin rogue so he could benefit from the singular attack, guaranteed crit, sneak attack shenanigans. He took sharpshooter as well, and just sat 500 ft back doming people. Seeing that tasha's artificer pairs well with rogue gives me so many cooler ideas, and I thank you for that. I love rogue, it's my favorite class. I've crafted what I lovingly refer to ass the Rard (rogue bard) for getting every skill proficiency, and my beloved Assassadin (assassin rogue + pali for guaranteed crit smites, even spookier if you go bugbear). I just love rogues and making them better with other classes :)
The bonk sounds absurdly cool
Not sure if rogue/warlock has been covered, but i once made an assassin/archfey combo that essentially was the spy of tf2. Mask of many faces, blink, so many ways to get out or slip away. And this was early in the campaign at level 6. To add even more AC flair, a hidden blade was crafted and made as a pact weapon.
I've always called the Bonk the Yujiro Hanma.
If you really want to feel like a Beast Wars Transformer, I’d suggest looking into the Circle of the Forged from the 3rd party book Exploring Eberron. It’s written by the creator of the Eberron setting, so it feels semi-official. Circle of the Forged gets the improved wild shaping like a Moon Druid, but their forms resemble warforged versions of the animal forms they adopt. Rather than getting to spend their spells slots to heal, they get something akin to an elemental smite at level 6. They lack the Moon Druid’s elemental forms, but make up for it in getting beefier animal forms. If you’re a huge fan of Moon Druid but want a different take, try it out. And why not add in Artificer to strap on a flamethrower as suggested here.
The Ryoko’s guide content is AWESOME. Running The Ascendant Cascade next week and can’t wait
I have a player in one of my campaigns running spymaster, they're combining the armorer artificer's infiltrator mode abilities with the assassin rogue's. It's quite powerful, although they keep trying to intimidate people despite completely lacking the hit points to do so.
Thank you so much. I love your creative and fun ideas. My favorite DnD. channel. ❤
Soon as I saw ryoko's went live, backed it. So excited to see what's in that book!
Currently trying out Rogue/Trickery Cleric, and it is a lot more fun than I thought it would be!
Could you elaborate? Is it really worth it delaying the spell list of the Cleric?
I love the shenanigans! Trickery domain's CD allows you to make a perfect image of yourself, and then you can cast spells through it. So put that image on the other side of an enemy, then sneak over to the opposite side, and take turns casting Inflict Wounds through the image/sneak attacking (since the image provides you advantage) on the other side.
I'm currently only rogue 1/cleric 4, might pick up another rogue level or two for the skills, and then hard dive into cleric. It's still new, I'm kicking the tires on it still, but having fun!
When I inevitably play as a character again (in like 2 years probably) I plan on playing a Zeal Cleric/Evocation Wizard. Zeal's divinity lets you do max damage with fire spells, and then with evo I can... choose.. to not kill my teammates. We also love the UA "create/modify spell" system so I plan to get up to some shenanigans, which is a big reason I am going wizard. I cant wait to max damage fireball my entire party at level 7. It also gives me heavy armor proficiency.
With a little bit of DM leniency, I'd argue that the Way of the Astral Self is better for the Bonk. It says you can use wisdom instead of strength for checks, saves, and unarmed attacks while your astral arms are out, so, arguably, those are still strength checks, strength saves, and strength-based attacks - you're just making them with your wisdom modifier instead.
The duelist. College of Swords, with a few levels in Eldritch Knight. You get access to the Shield spell, Absorb Elements, and Armor of Agathys, plus a couple cantrips. You also get another fighting style, Weapon bond, and Action Surge! Finally, you fill out your weapon and armor proficiencies. I prefer Rapier and Shield, as I loved Shadiversity’s video on the Spiked Pavisse. I play Majora not as a Legend of Zelda character, but as an Infinity Blade character. I even named his father Radriar!
These videos have basically single handedly convinced me to play artificers. I love 'em
for articer rogue you can go to 5 for artificer for more spell slots like heat metal an asi and some subclasses get an extra attack plus you can be a rogue who breaks a window and cast mending to fix it beghind you
One of my favorite multiclass builds that I've done is a Swashbuckler Rogue/College of Swords Bard. This class/subclass combo works incredibly well both thematically and mechanically, as the Swashbuckler gains a number of benefits based on their charisma. You become the ultimate duelist, being able to land sneak attacks more easily, use blade flourishes, duck in and out of battle with your target, etc. You even get an extra attack when you reach level 6 as a Swords Bard, and you become the ultimate skill monkey with how much expertise you get.
I've actually been playing a similar-ish build to spymaster recently that I've simply dubbed the "Infiltrator". It starts with Dhampir Fighter to 5th level for extra attack and the Echo Knight subclass(and a secret bit of spice later). Then take 2 levels in Rogue for all those nice skills and bonus action things primarily focusing on Stealth and Deception. Finally Armorer Artificer for the rest. Take Infiltrator Armor because you're a dex fighter and the ranged weapon is nice and the ability to take disadvantage on stealth checks off your heavy armor. Congrats! You are now a tough as nails, sneaky, extra attacking, opportunist that can walk on walls and use all sorts of nasty tricks with your Echo and Artificer tools! But what was that extra spice from earlier? Well I'll tell you: Mask of Many Faces via the Eldritch Adept feat. You now can use the ultimate spying tool: The ability to be anyone! But wait, here's a neat bit of tech from little ol me just for you: You can turn into your Echo and play a fun little game of chance time with the enemy with your bootleg (and FREE) Mirror Image. Have fun driving enemies nuts, because that's pretty much all you do. You lack power quite a bit and are starving for magic items....
The Tortle monk barbarian combo works very well. Using the subclasses "Way of the Ascendant Dragon" monk and "Primal Path of the Beast" barbarian, you can essentially become a Raging Ki powered Turtle Dragon with a 10ft spiked tail for reach that can add 1D8 to your AC as a reaction. There is also a variety of breath attacks with the option of 20ft cone or 30ft line and breath element enhanced punches. By level 13 with 9 levels in monk and 4 in barb, you can take 3 feats. I found Tavern Brawler useful for both the point to Con or Str, and the bonus action grapple after an unarmed or improvised attack, which is the monk specialty. The second feat is Fae Touched for the Wisdom point, the Misty Step spell, and Silvery Barbs as the level 1 spell of choice for another 1 time reaction to save yourself or a friend from a potentially devastating Nat20. Thirdly would be the "Gift of the Gem Dragon" feat for another point to Wisdom and the "Telekinetic Reprisal" ability as another reaction option that allows you to force push an attacker back 10ft for you to then attack with your beast tail at a distance or even off a cliff depending on the environment. Finding a way to gain access to the Enlarge/Reduce spell with this build can make for a good bit of chaos, turning into a giant or huge sized turtle creature that is twice your original size and 8× the weight. This can help make you a bonus action grappling champion where you can potentially pin enemies prone to give comrades advantage on melee attacks. Also recommend the monk specific "Dragon Hide Belt" as a magic item for the Ki save DC increase and refuel on Ki points. 🐢 🥷
Armorer Artificer if you're willing to go 3 or 4 levels into Rogues is great--especially since your lightning launcher adds lightning damage as a sneak attack so physical resistance/immunity is a lot less of a problem & advantage on sneak is great.
Rogue sneak attack requires you use a finesse weapon, but finesse doesnt require you use dex and it is a choice between strength and dex. Barbarians can use reckless attack to gain advantage on an attack that uses strength.
On a video in this series, Barb/Rogue has already come up.
Side note for the preacher build. There was a third party subclass I spied. For the rouge a while back. That cranks this synergy to the heavens. As the divine herald subclass basically makes you. A better paladin with some minor spellcasting. and a form of divine smite. Worked into your sneak attack. Multiclass the herald with a full on cleric. Really any oath you like and it would be fantastic.
My beloved multiclass: Rogue plus Ranger.
There are multiple versions of this, depending on your flavor.
In Ranger, pick Horizon Walker to change your damage type to Force every turn, Fey Wanderer for 1d4 bonus damage and to become the party face, or Gloomstalker for Extra Attack and 1d8 bonus damage. Take the spell Zephyr Strike for a single bonus damage with Advantage, and permanent Disengage to skip the Mobile Feat.
In Rogue, Arcane Trickster grants more spell slots and access to both Find Familiar and Booming Blade (remember Zephyr’s Disengage), Assassin will turn your first turn hits into Crits, or Phantom can deal an extra hit of Necrotic each turn and give you advantage on Concentration.
In 5th edition, a level 4-4 Horizon Walker-Arcane Trickster multiclass was able to solo a Hasted Chain Devil with doubled HP in a 30’ square cage match. Imagine how much stronger the other builds could be.
In BG3 (where the Beast Master Ranger gets a Webbing Spider), 4 Sharpshooter Hunter’s Mark attacks a turn with advantage is great!
If you’re taking suggestions, I have one in mind, it’s called the Hexing Trickery, Variant human is optional for the ritual casting feat cleric. Take the first level in rogue, then two levels in Hex blade Warlock and Now take two levels in rogue again to become in arcane trickster, level up how you see fit and you just become a dude hiding in the shadows of the battlefield able to steal anything, do crazy damage to enemies, and because of ritual casting, you can heal your Allies.
I remember a human bonk in our game. It was fun storywise. But it was clear she struggled with the mechanics hindering her character.
My Favorite weird mixes are still
Barb + Sword Bard (focusing on non concentration spells).
Barb + Rogue
Paladin + Bard (if you must still toss in 1 lvl of Hexblade. It's worth it).
Ranger + Cleric
One multiclass I love is the Rogue tank, one level on barbarian for unarmored defense and the rest on Rogue, focus on dex and con and you get a hell put of a duelist, with AC going from 18 to 22 (with a shield) add to that a sentinel feat and you not just hit hard you do it twice per round with weapon damage resistance and a high AC
Nah, go two levels barbarian for reckless attack and then 18 rogue so nothing has advantage against you. Go from glass cannon to a literal tank
@@MaxPwnzer good point, that would boost the damage out put but you'll need to add strength to the mix an loss on dex and con which will go against the previous concept 😅
I’m doing my own spin on the Bonk with my Astral monk. Activate arms, then rage. Declare i’m using STR for everything, and Arm means I use WIS instead.
Hey there's a group creating a DND 5E homebrew setting based on hollow knight called Hollowed Kingdoms. I think they're really cool and i'd love to know your opinion on what they're making. It includes a bunch of different races based on insects, So far 3 new classes, a bunch of new subclasses, Only one monster so far (but it's pretty cool and it makes sense in the lore of hollow night), Even new weapons and armor.
It'd be really cool if you could review them and it would probably help them as well.
The 3 new classes that they maid are in a way kind of like combining 2 classes that already exist but going a different direction with it, lore included. There's one that's kind of like a mix of barbarian and paladin, one that's kind of like a mix of Wizard and Sorcerer, And one that's kind of like a mix of fighter and monk.
One multiclass I loved making myself was the Moon's Champion. Moon Druid 2/Twilight Cleric 2/ Barbarian 1. That was a one-shot so I obviously didn't have to workshop the progression before or beyond level 5, but I think there are ways to make it work. At level 5 this is quite possibly the most insane support build, and won't allow you or your allies to die.
Twilight sanctuary goes a long way all on its own, then you can either bless and use the Dire Wolf to support your allies offensively, or you can rage and transform into a bear to soak up insane amounts of damage by fueling your 4 full caster level's worth of spell slots into combat wild shape's healing ability.
If someone has a suggestion on which class to pump into after I'm open (I guess Moon druid becomes less relevant at higher levels if you forgo druid so probably that one to keep tanking)
I would like to posit Rogue/Wizard for one of these videos. Specifically the combo of Swashbuckler Rogue/Bladesinger Wizard. Especially fun in seafaring campaigns. Swashbuckler Rogue starts off with Fancy Footwork, meaning you don't have to use your bonus action to disengage so long as you make a melee attack against a single creature since it can no longer get attacks of opportunity against you. 3rd level gets you Rakish Audacity, adding a bonus to your initiative equal to your CHA for those sweet, sweet early plays, as well as no longer needing Advantage to roll your sneak attack dice, so long as you are in single combat (and don't have disadvantage)! After that you focus on your spellcasting to add ridiculous amounts of tankiness and damage. The Light Armor/single one-handed melee weapon proficiencies of Training in War in Song is lost since you'll already have that from the Rogue class, but you get free Performance proficiency for that role-play potential, and ultimately the Bladesong is what really makes this subclass stand out. You get 1 full minute of bonus to AC = to INT mod, +10ft to walking speed, advantage on DEX(Acrobatics) checks, AND a bonus to CON saves for concentration spells = to your INT mod. At 6th you get extra attacks which all Rogue multi-classes adore, along with being able to cast a cantrip instead of a second attack. 10th level gets you the ability to spend your reaction and one spell slot on damage mitigation. And 14th gives you access to extra damage = to your INT mod ON TOP OF what ever sneak attack damage you'll be doing. After that you can pump your remaining 3 levels back into Rogue to finish your character for long running campaigns to add extra SA damage and buff what is already a very powerful melee caster.
Equally you can swap out Swashbuckler for Soul Knife if you want to style on people with MIND DAGGERS!
I had the bear with flamethrower idea a bit back, glad to see it come back :)
Without the artificier bit bc it fit more for the character to have only druid levels
I had actually made a Biter already, Paragon Barragon was a Swords Bard and Battle Master Fighter. Had more Bard than Fighter, but still was one hell of a badass
Always really liked the idea of a Grave Cleric/Phantom Rogue who went on missions to assassinate priority targets of his religious order.
I'm just absolutely loving my Elan psychic rogue... A rogue that at level 10 can tank up to 150 points of damage if absolutely needed.
Love the rogue/artificer idea! Several years ago I played an arcane trickster rogue up to level 10 in Tomb of Annihilation (he was annihilated in the tomb, name checks out). I couldn’t find a magic weapon until almost the end, and a huge amount of the jungle enemies resist non-magical b/p/s damage. This dip would have been great and leaned into the magic I was already enjoying. Shadow Blade helped a little. All that said, it’s weird to me to suggest this dip for arcane tricksters, and then posit the weapon attack cantrips as a valuable damage boost, when the AT already has access to them and probably took Booming Blade already at level 3. For the Inquisitive or other high int rogue, it’s great, though, and I think the artificer still offers a lot to the AT.
I just watched an instruction video on BG3 discussing multiclassing in the game. Can't wait to see which of your ideas I can use once I get it.
along with the 2 levels of artificer. choosing thief as the rogue subclass and adding the feat healer makes an amazing combat medic. using spells to heal and control the battle field. then using the ability fast hands to use a healers kit as a bonus action to heal an ally in the middle of a boss fight can be a life saver.
Amazing advert in the middle there xD
For a lvl3 oneshot, I'm trying out a crazy build of a Hexblade Wildfire Druid. Both fill in the slots well as I get subclass perks from warlock at lvl1 and Druid at lvl2. Start off as a druid to gain medium armor and a shield. Bundle that with Hexblades using their CHA as their weapon modifiers, you can get a fairly decent build going right away, especially if you get Shillelagh, as it modifies your weapon to a d8 and becomes magical; throw in spells like Hex and Shield and you're pretty well set.
But real seller on this is the Wildfire Druid's feat of summoning a fire spirit for 1 hour; primarily it's ability of teleporting you and any number of allies within 5ft of you at least 15ft, whenever you use a bonus action to give it it's command to use that action. So depending on the turn economy you're in during combat, you can use your bonus action to tell your Fire Spirit to hold it's action to Teleport; which can benefit if you desire it to do so when an enemy is about to attack, or if you wish for it to teleport you behind an enemy once your turn starts to try and flank an enemy. Then just go ham wild on it with spells or attacks, and/or flee....both classes have good utility spells to work with depending on what ya aiming for!
My personal favourite is Barbarian/Paladin multiclass (bonus points for taking zealot barb) as you can put points in STR, CON and CHA and leave DEX out as you can still rage in medium armor (with which you are proficient from paladin) and because your divine smite is not a spell but rather a class feature it can be cast during rage. As a Paladin you also get some useful spells for when you're not raging and features like lay on hands and channel divinity. But the flavour alone is worth playing this multiclass. Playing as this intimidating divine warrior channeling the wrath of gods with every strike that also refuse to die (and if you took zealot even if you go down for good, you can get revivified for free and you're good to go for the next turn).
Rogue artificer with the infiltator armor can sneak attack with the lightning launcher.
Bro I'm sorry but my neurodivergent brain can't not merge the tag on your hat with your eyebrow giving you one giant villain eyebrow
Thanks, my neurodivergent brain, I can't unsee it.
I’m right there now.
I have commented the same sentiment on a different video!… But I absolutely love it!
I did a Bonk once where i convinced my DM to let me use Con+Wis as my Armor Class. He was based off of a Sumo Wrestler and did not dodge. I remember Open Hand monk, i think i chose Beast Totem Barbarian.
I did a Biter too. A Half-Orc Champion Fighter / Swords Bard. He used a Greataxe. It was all about maximizing damage on critical hits while focusing on the Sleep and Hold spells. Flavored as an Executioner by trade.
Spy Master?! Why did I not think of that name? I was just calling it a Skill Monkey, thanks to the Rogue’s Expertise and the Artificer's Tool Expertise.
These are absolute gold. Holy shit. I'm trying the Bonk and the Biter ASAP.
I love combining Bugbear with monk it´s so much fun having a character who does 1d6 (shortsword) +3 +2d6 + 1d4(unarmed strike) +3 +2d6 +1d4(flurry of blows) +3 +2d6 for an average damage of 38.5 in the first round at level 2 with a 16 in dex
My actual pg is an Artificer Rogue (armorer arcane trickester) and I'm lovin it!
I feels sacrilegious to combo a Druid and Artificer.
Why? Just flavor everything as biomechanical/genetically engineered/bioalchemist
In my mind it'd be an invertebrate focused Druid.
Certain scorpions and spiders have been found to have iron compounds in their fangs/stingers. So flavor it as some crazy bio-mechanical chitinous armor, explain the actuators and motors as bio-hydraulic pumps (ie. how spiders and some other insects move their limbs). AI or autonomous machines could be literal animals inside a bio-mech suit. Remote control is explained by pheromones/scents instead of electricity, etc.
You could go all Transformers Beast Wars and push their “technorganic “ story.
I've got a Ranger/Wizard with Warcaster im pretty happy with. Casting Zephyr Strike means she's never stuck in a bad spot, and i reflavor her offensive spells as special enchanted arrows. Pretty cool if you ask me
Would love to see a Fey Wanderer/Trickery Cleric build
Looks at my monk who's about to dip into paladin because of character story reasons...
Gonna have to keep some of these in mind. They sound fun.
My version of the Bonk uses the Loxodon race, the Drunken Master Monk and the Beast Barbarian. You can run, but you can't hide, the Rampaging Pink Elephant is coming to get you!
Love the Bonk idea
So excited for Ryoko's! The trendy race looks positively busted
One of my favorite classes that I'm currently playing in a campaign is Enchanter Wizard with a dip into Life Cleric. Giving the "Wizard" Heavy Armor + a Shield + Reaction Shield (if needed). Not to mention the main part of the class saying I'm going to buff/debuff with a concentration spell, on my next turn I'm going to incapacitate a enemy and heal my teammates every turn with healing word, 1d4 + 5/6. It gets even crazier if you cast haste on yourself, because you can use the hasted action to hold the hypnotic gaze, and still cast your other devastating spells like fireball.
rogue with 2 levels as artificer is among my top multiclass options for fun thematics and customized mechanics
I have a doubt now. The Druid's wild form can use the equipment that your wild form can. But the Armorer Artificer says that your arcane armor always adapts to the shape of your body. So, could you use a Brown Bear with heavy armor?
" Vou choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. "
So, yep, if you have an armor that magically adapt to your body shape, it would morph into an armor adapted to the brown bear, or any other animal, you've became...
@@Sephiroth517 Okay. Thank you.
i recently played a Circle of Spores Druid with a level dip into Monk and it felt great
each of your extra unarmed strikes get +1d6 necrotic from Symbiotic Entity, and Unarmored Defense is a life saver because circle of spores needs AC like a fish needs water. it means you can afford to neglect Dexterity for a while and max out Wisdom first
Going Zelot Barb with the Bonk and its Long Death Monk.
While Rage beyond Death has a similar objective as Fanatical Focus, the Monk version cost a ki point for a guaranteed Death save, while the Barb version just let's you keep going _while_ raging.
So possibly RAW you could just keep going while Raging and then at the end spend a Ki point to get to 1 HP and survive.
The only issue is you would need to be a *combined level 25 character.*
So it's never going to be a crossover, and you just decide your level spilt and see what life-saving features you pick up.
And then you become very unkillable - except for being a Tortle that dies of old age before almost every other race, so your enemies can simply avoid you in order to outlive you.
That Elf can take a sabbatical for a few decades and then track down your grave in order to collect your shell for decoration.
Mastermind - (Help as a bonus action, 30' range help on attacks), Historian (help applies prof bonus to any check), Artificer Flash of Genius(reacrion to apply Int Mod to any check). Artificer can cast enhance ability as an action as well.
Get'r'done.
A combo that i really hope to try one day (cries in forever DM) is a rogue/warlock as the infiltration specialist.
The base idea would work for every type of rogue, and only needs 3 warlock levels.
What i want from that is disguise self and devil sight from the invocations, the booming blade and minor illusion cantrip and the darkness spell.
You can mix the subclasses any way you like, but should avoid warlock subclasses with level 1 features that scale of level or charisma. Great old one, Genie, fathomless or hexblade work well.
Alternatively for the Spymaster you could go into Artificer first to get a gun, if allowed. Also you can get a gun with Artilerist though I think Battlesmith is a better option since it puts a body on the board that could, if anything, block things. I actually made a Air Genasi Arcane Trickster/Artilerist that seems fun, but I was also looking at making Inquistive/Battlesmith.
Tortle saves another build. It truly is one of the most underrated and most powerful races.
One of the Artificer/Druid combos that is underrated it Alchemist/Wildfire. They honestly work really well together. I know the Alchemist is a really weak subclass but when you get to level 5 you can add your Int to spells that heal or deal Acid, Fire, Necrotic, or Poison. This is once per spell you use your alchemist supplies but it works with the level 6 feature where you can add 1d8 to a spell that heals or deals Fire damage. The only thing that really sucks is that you don't have access to Fireball. I was noodling a high level build where it would look like level 13 Wildfire Druid, level 5 Alchemist Artificer, and level 2 Evocation Wizard. You'd basically be a level 18 spellcaster with a Fireball that has 7 extra damage that ignores Fire resistance while you can shape the spell to protect allies. You'd be using your bonus action to control a summon while keeping your action free to do broke Druid stuff. Also you'd have random potions to buff your party. Pretty sure no one is going to say no to having a little extra move, healing, or AC among other effects. It seems like it would be fun but comes online kind of late, at least level 11 though if you do Druid first level 6.
I’m surprised sword bard/paladin mix didn’t get a mention with smite+flourishes being so good
Cause that isn't an unusual or underrated multiclass lol. Bard/Paladin is arguably the strongest Multiclass in the game.
@@taylorsmith9197What? It's legit the 1st time in any DnD game you can even be a Bard Pally (Bard is chaotic, and Pally is lawful) So they shouldn't even be a multi-class option in DnD.
Not sure how it's widely known as the best, when it's only ever been built since BG3 went full access. 100% an obscure AF DnD build, that does not exist, in another DnD video game. The O.P. is spot on here.
@@neverfallnewsmedia5e has no alignment based class restrictions.
As someone who's been playing 5e for 5 years now, Pally/Bards aren't uncommon. In fact, their toolset so obviously overlaps so well it was my first multiclass.
Maybe the vets from older editions aren't considering it because they still think of classes as being alignment based, but to those who started in 5e this is a no brainer for anyone looking to play a support character.
@@The_Crimson_Witch As someone that played 3.5 and 4, I will say I have never heard the Bard chaotic thing.
@@The_Crimson_Witch Literally is in NO DnD video game. Just because Larian allows it, doesn't mean it should be done.
Not the most broken combo, but one I thoroughly enjoyed was...
An aasimar bard/artificer combo
Lore Bard for Find Familiar and Find Steed secrets.
Battle Smith Artificer for the steel defender.
The character was a twist on the biblical cherubim... four souls in one body. The familiar, steed, and battle smith are all resummoned when injured with a spell so they're all part of the aasimar.