Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
You pump dex anyway. But the real charm is in the extra bonus action, allowing you to make a total of five unarmed attacks with double flurry of blows. Or what else you need. The main issue with multi monks is the level dip away when they scale off levels but i think fast hands makes up for it. Second story work is bunk with slow fall. You'll only get sneak attack up a few levels unfortunately but monk offers plenty of ways to get advantage. Also rogues add some needed skillmonkey.
I was going to make a college of swords/paladin but maybe ill multiclass astarion (but his wis sucks. Easily fixable with a magic item though.)
Here's a wacky build for you guys.
5-7 Gloomstalker Ranger/ 5-7 Draconic Sorcerer.
Turn 1 - Quicken spell a fireball, then do your 3 attacks with SS.
Turn 2 - Quicken spell haste, now do another 3 attacks with SS.
This is MAD, but we can do it because no ability scores requirements. What other wacky builds can we come up with that could potentially work?
Take magic initiate: warlock for Hex too, and now you should be doing a +1d6 for each hit.
Can you elaborate mo on 3 and 6?
I don't play 5e but I've been researching multiclass ideas, what's the deal with gloom stalker with 8 levels in cleric?
Also, as Ive said, I'm not familiar with 5e, what's the deal with oath of vegeance, and why does it go 6-6 with a sorc?
Vengeance Paladins get Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
That's once per short rest. The 10 foot initial range might be an issue, depending on where you do your Sorc blasting from.
I don't get why you want Divine Strike from War Cleric more than you want Extra Attack from Ranger, but maybe there's something great I'm missing.
Is vow of enmity the main deal about Oath of Vengeance? Pretty cool, tbh. I read somewhere that oath of vengeance is the best paladin subclass so I was wondering why.
Talking about two different things. Cunning Action is the Rogue general thing, Fast Hands is Thief subclass.
Generally, yeah. You can also force the frightened condition on people if they fail a save as an alt-use for Channel, but it's the advantage thing that makes them so deadly. Smites can be triggered after you see your attack roll, and thus crit-fishing for Smites is a big deal for Paladins wanting to spend their slots efficiently (since Smite damage is also doubled). Having advantage and getting to roll twice for each attack means twice the crits, or a little better than a 1/4 chance of critting at least once in a round if you can attack three times in a round (two weapons, or Polearm master).
The other big deals about them from a MC perspective is that they get their best ability with Oath (3rd level 5e, almost certainly 1st level BG3) unlike Ancients (at 7) and that their Oath is quite different from the normal Paladin "be real nice now" rules. It's more like "win by any means necessary" and "no mercy for the wicked," which are pretty in line with murderhobo ethics anyway. So you can dip 2 levels for Smite without being hamstrung by "no kicking the squirrel that keeps biting you" or "no pre-emptively attacking stuff from ambush that is very likely to attack you after talking."
From what I heard the level 1 sneak die falls off later on. I was also considering 11 gloomstalker 1 rogue.
Yeah. I’d say go 5 gloomstalker, then at 6 respec so that your first level is rogue for the extra skill and then 5 gloomstalker, then get rogue to level 3 for assassin. Getting all crits round one does not fall off.
E: I mean, you need surprise for the auto crit, but with stealth and invisibility in the dark that should be manageable. Could also go deep gnome for advantage on stealth rolls.
The level 1 sneak die supposedly isn't worth it--i don't play rogue/5e so I'm not an expert here. But it does make sense, no? If you go rogue all the way, you'd get a better sneak die later on which makes sense but the level 1 dip sneak die later on seems questionable.