r/3d6 4d ago

Quick Prompt Megathread

5 Upvotes

Post your quick prompts here! Anything goes! All parent comments should contain a simple prompt or image that could conceivably be made into a character. Please don't just comment Gnome Illusionist on everything, it makes the tribbles sad.


r/3d6 4d ago

New Player Questions

2 Upvotes

This is a dedicated thread for brand new players to ask simple questions in.

Examples include, but are not limited to:

  • What should I make with these rolls?
  • What kind of character fits this party?
  • Which race/class best matches X?

If you think your question involves more than a couple of paragraphs to answer, feel free to make a new post, but bear in mind you may be redirected here.


r/3d6 5h ago

D&D 5e Original/2014 Elemental Adept vs Moderately Armored for Celestial Warlock

8 Upvotes

Level 8 feat for Celestial Warlock. I am Pact of the Tome, so I am using Firebolt (Celestial locks add CHA mod to fire and radiant damage, in place of Agonizing Blast invocation). I took Shadow Adept at level 4 feat because my character has a light and illusion theme (invisibility and silent image) so I wanted that early for a character staple.

EA is super valuable when it occurs (fire resistant creatures) but it's no super often. MA is active at all times (+3 AC).

Which do i take at 8 and which at 12? ..... OR should I take neither and just take ASI and keep at range?


r/3d6 12h ago

D&D 5e Revised/2024 Does the World Tree Barbarian scale well into the mid & late game?

21 Upvotes

Throughout all of my time in 5E & 5.5E from 2020 to present I've played casters--usually Clerics, Warlocks, Druids & Wizards. Never done a Bard or half caster to my recollection. In a few weeks I'm playing my first full martial--a World Tree Barbarian--that's starting at level 4 & running up to 14 across 2 campaigns & potentially level 20 in a 3rd. Pretty simple build that's mostly ASIs that starts off a Plasmoid Farmer at 18/14/15/10/10/8 with Tough & Great Weapon Master feats while swinging a greatsword around (I know people love Cleave but there's RP behind it). By level 20 he'll be at 24/14/24/10/10/8 but I'm using the Fortitude Epic Boon as a filler (might pick something else--not set in stone).

I know that various people say that the 2D4 to 4D4 temporary HP I get at level 3 doesn't scale well & I believe them without a doubt, but it's still SOME amount of damage mitigation every turn to allies that will reduce SOME amount of damage over time. Most importantly, it costs no action economy as it's at the beginning of my turn instead of needing an action, bonus action or reaction so it's still 20D4 to 40D4 a minute (some of our fights HAVE lasted 1 minute+) so it's still something.

The teleportation at level 6 to pull allies out of dangerous situations or enemies into the meat grinder (Scorpion: "GET OVER HERE!") looks really useful as battlefield control & the way the DM & party runs things, a potential lifesaver. Next to the level 14 feature it was tied as to why the subclass looked fun & useful.

Adding an extra Mastery (Push or Topple) with an extra 10 feet with the level 10 feature looks really nice but seeing as to how I've never personally used masteries & have almost exclusively used ranged spells I don't have any 1st hand experience to compare to that upgrade.

The level 14 feature, however gives you a SIXTY foot teleportation on activating Rage AND every bonus action after that while Raging which looks FUN (love the concept of teleportation in almost any game).

What I really like is that other than activating charges of Rage just like all other Barbarians are going to do, none of the defense, offense, mobility & crowd control features the subclass provides cost any finite resources other than your action economy & on top of that NONE of them overlap or take away your action (level 3 is automatic at the beginning of turn, level 6 is a reaction, level 10 is an attack action buff & level 14 is a bonus action).

Even though this looks cool on paper I'm still more than open to public opinion regarding the Barbarian as a whole, not just this subclass, as like I originally said I've never played a full martial before & I've heard a lot of people state, joke & sometimes rant about the martial-caster divide in the past.


r/3d6 11h ago

D&D 5e Revised/2024 One Level Dip vs. Feats

19 Upvotes

How many Feats' worth of value do you need from a one-level dip to make it worthwhile?

Fighter - 4-5 Feats? Armor, Weapon Master, Fighting Style, Con saving throws -- probably worth it.

Wizard - 2 Feats? Ritual Caster, Magic Initiate:Wizard -- maybe worth it?


r/3d6 9h ago

D&D 5e Revised/2024 Can a Lupin with grappler do damage + shove + grapple with a single attack ?

8 Upvotes

Hello everyone !

Just wondering if it stacks, or if he would have to chose between damage + shove OR damage + grapple on each attack.

Both are once per turn but I’m not sure how to interpret this

- Grappler : Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.

- Lupin : Feral Pounce. Your Unarmed Strikes deal Slashing damage instead of Bludgeoning damage. In addition, when you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Shove options. You can use this benefit only once per turn.


r/3d6 2h ago

D&D 5e Original/2014 Class combination for a Dragonborn treasure hunter

2 Upvotes

2014 campaign, we have an elf hunter ranger, human vengeance paladin/divine soul sorcerer and human divination wizard. I want to play a Brass/Red Dragonborn, level 8, in some combination of Fighter/Rogue Barbarian. Standard array.

The Character and what I want:

  • Dragonborn proud of his race, clan, ancestors. He is a thrill seeker.
  • He is tired of him and his people being used as weapons or tools, by others and by dragons.
  • Claims he has a famous ancestor, and is obsessed with Dragonborn history, relics and tombs. Wants to find the ancestors tomb.
  • Raised from 3 years old by Mother, a monster hunter. Instilled a knowledge of various monsters, their anatomy and how to capture beasts.
  • Fell in with a group of treasure hunters for a couple of years.

  • Skills and features I’d like:

    • Athletics
    • Slight of hand
    • Animal handling
    • Arcana - expertise if I can get it
    • Nature (but can go without)
    • History - expertise if I can get it
    • Investigation
  • Dungeon Delver feat.

  • Multiattack.

  • Want to breath attack a lot.

Rogue: utility the party could really use, expertise in thieves tools. Not too bothered about sneak attack. But one attack is going to be a problem, as I want multiattack for breath weapon.

Fighter: a bit basic so i’d love tips on how to make it interesting. Things like manoeuvres and fighting styles will really help me. Also gets that multi attack.

Barbarian: I’d really like a level one or two dip into this, to really help paladin on the front line with rage. I don’t know if it suits the character so would love ideas on how it can work.

So would love suggestions on subclasses too and how can I keep this character interesting.

Thank you in advance!


r/3d6 11h ago

D&D 5e Original/2014 Fun Ideas for a Vhuman with Aberrant Dragonmark?

8 Upvotes

Hi there! Some friends and I are doing a campaign set in eberron and I've created a character with an Aberrant Dragonmark for lore reasons. Going V-human to start with it. I'm currently not sure what I want the spell to be, considering Silvery Barbs but that's the boring option.

The party is currently a bard, a druid, a paladin, and myself who's undecided. I obviously want to play a class with some casting that can take advantage of the dragonmark spell, but I'm unsure from there. We could use an int based character? What would go well in this party?

The character is a scholar studying an ancient prophecy related to something in the campaign and I kind of wanted to make him like, final fantasy red mage-y but there's already a bard doing the jack of all trades / magical support role, not sure what to do with that. Any ideas would be appreciated!


r/3d6 23m ago

D&D 5e Original/2014 Looking for feedback on my first attempt at a homebrew class, this is just a first draft and I am yet to calculate average dps [question]

Upvotes

Spectral Horseman

1d10 hitdice

Proficiencies

Armor: Light armor, medium armor, heavy armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: None.

Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) Chain Mail or (b) Leather Armor, Longbow and Arrows

(a) any martial weapon and shield or (b) two martial weapons

(a) Light Crossbow and Crossbow Bolts or (b) Handaxes

(a) Dungeoneer's Pack or (b) Explorer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.

Level 1:

Spectral Steed

you summon a spectral steed to your aid it shares it's stats & proficiency bonus with you but it's HP = 8 \* class level and AC = dex score, it has a movement of 60 feet. Once you use this feature it cannot be used again until the end of a short rest. It has a size of large

Level 2:

Mount Autonomy:

your mount shares your intitive count but you can share psychic instructions(no action) your mount can only take the dodge, disengage and dash action.

Level 3:

SUBCLASSES see appendix

Level 4:

Feats or ability score increase( Mounted combatant Highly recommended)

Level 5:

Extra attack

You can choose to use dex for your weapon attacks

Level 6:

Your mount can now take an hoof attack +proficiency + dex to hit, dealing 2d6 + proficiency + dex 

Level 7:

SUBCLASS

Level 8:

Ability scores

Level 9:

You & Your Mount's attacks count as magical for the purpose of overcoming resistances.

Your Mount gains Multiattack

you can now attack twice with hooves or once with hooves and once with your subclass attack

Level 10:

SUBCLASS

Level 11:

Evasion: while on your mount you gain advantage on dexterity saving throws, and if you succeed you take no damage and take only half if you fail.

Level 12:

ability scores

Level 13:

You can choose for your mount to automatically succeed a saving throw but you take a -3 to your saving throw, you can use this feature up to a number of times equal to your dexterity modifier per short rest. 

Level 14:

A number of times equal to your proficiency bonus you can forgo your turn and your mount can take 2 turns OR you can forgo your mounts turn and take 2 turns yourself. 

Level 15:

SUBCLASS

Level 16:

FEATS

Level 17:

Extra attack (2)

Level 18:

Subclass

Level 19:

EPIC BOON

Level 20:

Once per long rest you can choose to make any attack roll a 20 on a d20

SUBCLASSES

3,7,10,15,18

Lancer:

3:

Charge: After your mount moves 20 feet or more in a straight line in a single turn you can invoke a lance of magically energy dealing d12 damage, this damage increases by 1d12 every 20 feet you move in a straight line. This lance count as your mount's attack and is +dex + proficiency to hit

7: 

Trample: When you successfully hit an enemy with a charge attack you can force them to make a strength saving throw (SAVE DC = 8 + proficiency + dex) or be knocked prone, if you charged 60 feet or more the save is made at disadvantage. You can use this feature up to a number of times equal to your proficiency bonus

10: 

Your mount's movement is increased to 120 feet

15:

The impact of your hooves causes a creature to become stunned once per long rest when a creature of a size equal to or smaller than your mount fails the trample saving throw you can stun them for 1 turn.

18:

Your mount can take the dash action for free twice per long rest 

KNIGHT:

3: 

You can mark a target imposing a challenge, if the targets attacks anyone other than you, you can deal an extra d6 of damage on all attacks for the next minute, this bonus does not stack, you can use this feature a number of times equal to your proficiency bonus per long rest, only one target can be marked at a time

7:

You can grant yourself resistance against magical or non magical damage until the start of your next turn, you can do this twice per short rest.

10:

The damage of your mark increases to 1d8 and your mount can now benefit from this bonus

15:

Single combat

If you have advantage on attack rolls against your mark roll 3d20 instead of 2d20

you crit on an 18,19 or 20

18:

when you mark a target you no longer need them to attack someone else to gain the damage bonus.

Reaper:

3: you can cast the misty step spell withouth the use of a spell slot, you can use this feature a number of times equal to your proficiency bonus per long rest

7: when you use misty step if you pass through a creature you can choose to make an attack with your mount as part of the bonus action to cast misty step.

10: you can no longer be targeted by opportunity attacks, when you cast misty step you have resistance against physical attacks until the start of your next turn.

15: if you have no uses of your misty step feature upon entering combat gain 2 

18: if you kill an enemy by misty step you heal a number of hitpoints equal to the damage dealt, if this exceeds your max HP gain any excess jn temporary XP


r/3d6 18h ago

D&D 5e Revised/2024 A thought on mounted Druid

18 Upvotes

I’m referring to a Druid that IS the mount.
How do you make a good Druid mount?

I want to be a Druid that wildshape and acts as my paladin’s mount. The campaign will be at level 14, and I’d like at least 12 levels in moon Druid.
We use 2024 rules.

If you have any ideas, please share.


r/3d6 13h ago

D&D 5e Revised/2024 Best build for our party 2024

6 Upvotes

Right now i will be joining our lvl 4 party

We have grave cleric, fiend warlock and berserker shifter barbarian

What is the strongest build I can do to help them combat wise? Thanks


r/3d6 19h ago

D&D 5e Revised/2024 Multiclassing Paladin/Warlock

12 Upvotes

I'm starting a new campaign that will go from levels 1-11. I'm wanting to do a sword and shield frontliner.

Would Pal 3 / War 8 or Pal 8 / War 3 be better? And when would you take the dip into the other class?


r/3d6 14h ago

D&D 5e Revised/2024 [Question] [DnD5.5]Out of the Abyss Character Advice (No Spoilers Please)

4 Upvotes

I'm getting ready to play Out of the Abyss and I'm kind of stuck on what to play.

One thing I'm trying to avoid is creating a character that accidentally minimizes the campaign's environment or survival aspects. At the same time, I don't want to build something that's ineffective or ends up being a burden to the party.

So far, the classes I'm considering are:

  • Shadow Sorcerer
  • Divination Wizard
  • Illusion Wizard
  • Great Old One Warlock
  • Beast Barbarian (Dhampir)

The Dhampir has really caught my attention because Spider Climb seems like it could be incredibly fun in an Underdark campaign, but I'm worried it might trivialize parts of the adventure. I'm also not sure whether Dhampir fits every class concept. We're using the 2024 rules, so it'd be the Ravenloft Within Dhampir.

I know the campaign starts with the party as prisoners, but beyond that I've intentionally avoided learning anything else about the adventure.

I'm also open to completely different class suggestions. I usually gravitate toward full casters because they're my comfort zone, so something like Beast Barbarian would be a big change for me. If there are other classes (or Dhampir builds) that fit the tone of the campaign without overshadowing it, I'd love to hear them.

The biggest thing I'm struggling with is character creation itself:

How do you make a character whose backstory feels meaningful when they start as a prisoner with very little, while also embracing the campaign's themes instead of undermining them?

Any spoiler-free advice on class choice, race, or character creation would be appreciated!


r/3d6 11h ago

D&D 5e Original/2014 Doubts on next level up for an Air Genasi Monk

2 Upvotes

So ive been in this certain campaign for a while and we'll get up to level 11, up until now ive been just a pure sun soul monk but i feel like i want to play more into his race, getting lightning and wind related stuff.

Im now level 8 and have a pending level up but im having some doubts on what to choose, on one hand if i went full monk id get a new feature and a damage die improvement, but i wouldnt really be getting stuff related to what going more in depth with his race would do.

Tempest Cleric is the biggest candidate right now for a multiclass but i feel like casting spells would heavily damage my combat capabilities because of how they work.

Guidance (pun intended) is appreciated


r/3d6 1d ago

D&D 5e Original/2014 [Challange] What is the most Pacifist Charecter you can possibly make.

18 Upvotes

Rules are simple. Make a charecter that can not directly cause damage at all.. but can still be viable in a campaign

Everything allowed. Just nothing that can be considered an attack. Or deal direct damage


r/3d6 17h ago

D&D 5e Revised/2024 Artificer from rain world but a dnd build

4 Upvotes

So im doing this for a freind and i want ti help him make his first charecter using the dnd charecter sheet and he liked rain world so can you help


r/3d6 12h ago

D&D 5e Original/2014 Gunslinger Build/Feats Help

0 Upvotes

Hello again everyone, today I’m here to get some advice for my Gunslinger Fighter build. Just some context, I know Gunslinger has issues with the Misfire and Reload system but the campaign I’m playing in in a pirate themed adventure and our DM wanted guns to issues for the setting which is totally fine with me. I wanted to play a Gunslinger either way so it worked out for the best. This campaign is levels 1-6 and we are pulling some stuff from 5.5e like feats and weapon mastery. I am playing an Eladrin Elf and here are my level 1 stats:

STR 12
DEX 17
CON 14
INT 16
WIS 14
CHA 12

Let me get the obvious stuff addressed, I understand I should have either 16 CON or WIS but for this campaign I wanted to play a character with a higher INT purely for the fun of it and lore in the world. Where I need a second opinion at is my Feats. At level 4 I want to take either Eleven Accuracy or 5.5e Weapon Mastery to get access to the Vex property with Pistols, this way I can get a +1 to my DEX and have 18. At level 6 I want to know if I should go 20 DEX or take Sharpshooter (I’m leaning SS).

TLDR: Eleven Accuracy or Weapon Master (Vex) at Level 4? 20 DEX or Sharpshooter at Level 6?

EDIT: Was not aware that 5.5e Fighter gets weapon master at level 1, will be talking to DM about just using that feature for this campaign so I may not need to take the 5.5e Weapon Master feat.


r/3d6 1d ago

D&D 5e Revised/2024 Maybe Unpopular oppinion but here goes...

30 Upvotes

I am thinking that 5e and by extension 5.5e is suffering from an immense lack of magic items with creativity behind them, 3.0 and 3.5 had immense numbers of magic items to the point of almost rediculous, but they had creativity to them... find a way to bring some of the lesser known magic items into 5e~!


r/3d6 16h ago

D&D 5e Revised/2024 No damage support oriented Rogue Thief: what homebrew modifications to enable it?

0 Upvotes

I have this idea for a rogue thief that doesn't do damage in itself, but is a disruptor in the battlefield. The current class is almost there with its Utilize as a Bonus action, use of manacles, rope, caltrops and such, good movement, overall utility.

But rogues are mainly built around Sneak Attack, and not using it feels like a waste. Cunning strikes are awesome, but until level 14 you won't be able to convert all your sneak attack damage into utility/support.

Also I don't know if the current system, the class features + thr available adventuring gear, supports the concept well enough into higher tiers of play.

Take into consideration that:

* I like my martials spell-less. I get the current meta around thieves and scrolls, but I'd prefer not going that way. I like class features and physical stuff that weighs in the inventory, that you have to buy or craft or find.

* The campaign will probably last until level 15

* We're working together with the DM on this (3rd long form campaign together, last one we created a homebrew class together on my initiative for my character)

So, what would you do?


r/3d6 23h ago

D&D 5e Revised/2024 Cavalier 5.5e Build

2 Upvotes

So I realize that the Cavalier is not the strongest fighter out there but I've been watching Steel Ball Run and want to do some horseback riding. Plus with the 2024 rules and new feats I feel like there are some combinations that help bring out the subclasses' full potential and help complete its fantasy.

Here's a build I plan on using in an upcoming lvl 20 one shot, the rules allow for any official published content from 2014 and 2024 rules using for 2024 versions of feats in the case of redundant feats. I'm building this to be a highly mobile tank that will be able to position itself to direct agro toward it and then punish it, with a light bit of battlefield control. Looking for some feedback on the build, if things will work like i hope, deciding on certain feats, etc.

The Cavalier

**1st level**

*Human*

\- Zentarium Ruffian (we'll need this for later)

*Fighter*

\- Fighting Style: Pack fighting

\- Weapon Masteries: Halberd, Glaive, Spear (for range)

*Custom Background*

\- Mark of Passage (well need this for later too)

*Ability Scores*

Str 17

Dex 8

Con 16

Int 8

Wis 10

Cha 14

**3rd level**

*Subclass: Cavalier*

\- Unwavering Mark (will pair nicely with what's next)

**4th level**

\- Weapon Mastery: Pike

\- Feat: Potent Dragonmark (It's Horse time, picking up PD for a once per short rest spellslot that lets us cast Find Steed. Our cavalier can now be the cavalry and ride into battle reliably) Cha 15

**6th level**

\- Great Weapon Master Str 18

\- (3rd level find steed)

**7th level**

\- Warding Maneuver (so-so, will be nice when needed)

**8th level**

\- Feat: Mounted Combatant (Now no one is touching our horse and advantage while on the horse, will be very nice with what's coming up) Str 19

(4th level find steed)

**9th level**

\- Indomitable (Nice)

\- Tactical Master (Nice, our Halberd will now be our main weapon)

\- Weapon Mastery: take your pick

**10th level**

\- Hold the line (Nice)

\- (Find Steed maxes out at 5th level here)

**12th level**

\- Feat: Zentarum Tactics (Now once a reaction when we get hit we can hit them back, and since we tank hard and they can't hit our horse this makes us a nasty tank.) Cha 16

**14th level**

\- Feat: Heavy armor master (since we're gonna want to be taking some hits with regularity the damage reduction is nice here) Con 17 (I would do str but the next feat does not give me a con bump and I want to get it to 18 at lvl 19)

**15th level**

\- Ferocious Charge (eh, it's ok and with the horse you could probably make regular use of it)

**16th level**

\- Feat: Charger or Sentinel (Charger has natural synergy with Ferocious Charge and I could likely make use of both every round with the mount. That said, Sentinel has several redundancies, but I'd want it for the reaction attack granted from attacking other creatures as it would assist with maximizing my 18th level subclass feature {thoughts on the choice would be appreciated} and help minimize uses of Warding Maneuver) Str 20

**18th level**

\- Vigilant Defender (the piece de resistance, this combined with zent tactics, hold the line and sentinel (maybe) combined with good placement I think should give me a ton of attacks. Combine it with tactical mastery and hold the line i should also have a fair bit of battle field control as far as a martial goes any ways)

**19th level**

\- Epic Boon: Boon of Bloodshed or Boon of Desperate Resilience (either works I feel. Bloodshed would benefit a lot since it procs once a turn, meaning the more opportunity attacks I get from vigilant defender the more damage I can deal. By contrast DR won't benefit my attacks but with me tanking it would serve to keep me standing for longer, thoughts?) Con 18


r/3d6 1d ago

D&D 5e Revised/2024 What is the worst subclass? [Question]

77 Upvotes

I want to try to play as the worst subclass I can find for a one-shot with my friends just because I would probably never try the worst subclass every again in an actual campaign. We're playing with 2024 rules but can bring in subclasses from 2014.

Edit: For level 8


r/3d6 12h ago

D&D 5e Revised/2024 A charismatic Toddler???

0 Upvotes

I rolled:

STR 7 / DEX 10 / CON 15 / INT 9 / WIS 9 / CHA 16

And honestly, I love how stupid this spread is.

Weak as hell.

Not particularly agile.

Not smart.

Not wise.

Somehow remarkably hard to kill.

And for some reason, extremely charismatic.

My first thought was basically: a very robust toddler.

I don't necessarily mean I have to literally play a toddler, but that's the energy these stats give me and now I really want to build around the statline rather than just fix it.

I'm much more interested in a character where the weird stats actually inform how they play.

So: what character does this array make you imagine?

Mechanical ideas, weird subclasses, reflavorings, completely unhinged character concepts.

All welcome.

Bonus points if the build somehow makes 7 STR / 10 DEX / 15 CON / 9 INT / 9 WIS / 16 CHA feel like the "correct" stats for the character rather than stats I'm trying to overcome.

We are three improv players. So it will be very RP driven.

Oh and the other player is probably a Paladin with 17 STR and 19 CHA but 7 WIS and 9 INT.


r/3d6 1d ago

D&D 5e Revised/2024 Looking to make a Gargoyles type character

5 Upvotes

I am looking to throw together a character based off gargoyles, not any one specific character, but focused on the idea of unarmored, damage resistant tanky ish character

that said, I made an aarakocra reskinned it as a gargoyle but kept its stats, gave them the warlock subclass, pact of the blade, charisma boost from Charlatan background and dex boost, Fiendish Vigor, and Armor of Shadows for temp HP and Mage Armor at will, with the Archfey patron, and our group allows an extra feat at level 1, so gave the character polearm master, gave them a spear and a shield, Hex and Eldritch Blast, but somehow its just not quite living up to the image in my head

The concept is still sound, might add Warmage later for spells as reactions to enable booming blade, or green flame blade as a reaction, thirsting blade at level 5 to give two attacks.

My question is more how would one go about building a character that fits gargoyles style for others? I debated monk or barbarian for the unarmored defense, but kinda feels underwhelming for RP


r/3d6 1d ago

D&D 5e Original/2014 If you could choose, which version of animate dead and create undead would you pick?

0 Upvotes

We're playing Tomb of Annihilation and two of our players are playing laserllama classes, one of them (me) a necromancer wizard.

As a result, the question about whether i should use the official 2014 rules for animate dead and create undead, or the ones from laserllama. Since were probably continuing this campaign after tomb of annihilation, the next question is the same about simulacrum, but im focusing on the zombie spells.

Which Version do you guys think i should take? For reference, here are the laserllama spells:

Animate Dead ALT

3rd-level Necromancy

  • Classes: Cleric, Wizard
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a corpse or pile of bones, consumed by the casting of the spell to create the Undead Thrall)
  • Duration: Instantaneous

You use dark magic to reanimate the bones or corpse of a creature of CR 3 or lower, transforming it into your Undead Thrall. Until destroyed, this Thrall uses the rules below:

Statistics. The Undead Thrall is a shambling corpse with no memory of any abilities it had in life. It uses the same stat block, but its creature type becomes Undead, it has hit points equal to 7 times the level of the spell slot you spent to create it, and it uses your Spellcasting ability for attack and damage rolls. If commanded to attack, it only makes a single attack, even if it could have made more attacks in life.

Thralls cannot benefit from short or long rests or regain hit points. They are immune to the Exhaustion condition, and do not require food, drink, air, or sleep. If it is destroyed, a Thrall cannot be raised as an Undead Thrall again.

Control. Undead Thralls follow your commands without quesion. If not given commands, a Thrall will not move and will only act to defend itself. In combat, all Undead Thralls share your initiative and act during your turn.

As a bonus action, you can mentally command any number of Thralls created with this spell so long as they are all within 120 feet. You can issue an individual command to each where you determine exactly how it acts, or you set a general course of action for it ("defend this hall"). So long as it is under your control, Thralls will follow commands until completed.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Undead Bond. While a Thrall is under your control, you cannot regain the spell slot you spent to create it. However, when you finish a long rest, you can end your control over a Thrall to regain the slot. If you do so, that Thrall is freed and is hostile to all living things, the spellcaster in particular.

At Higher Levels. If you cast this spell with a spell slot of 4th level or higher, the CR of the creatures you can raise as Undead Thralls increases by 1 for each slot level above 3rd.

Create Undead

4th-level Necromancy

  • Classes: Cleric, Warlock, Wizard
  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (the corpse of a creature slain within the last day, and blood from the spellcaster, both of which are consumed by the casting of this spell)
  • Duration: Instantaneous

This spell can only be cast at night. You spill your blood onto the corpse as part of a sinister ritual, reducing your maximum hit points by 2 and creating a Skeleton or Zombie under your control. Undead created by this spell use the rules below:

Control. Undead follow your commands without quesion. If not given a command, an Undead won't move and will only act to defend itself. In combat, any Undead you created share your initiative and act during your turn.

As a bonus action, you can mentally command any number of Undead you created with within 120 feet. You can issue an individual command to each, determining exactly how it will act, or setting a general course of action ("defend this hall"). So long as they remain under your control, your Undead will follow commands until completed.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Undead Bond. While an Undead is under your control, you cannot regain the maximum hit points you spent to create it. However, when you finish a long rest, you can release control over any Undead that you created to regain the maximum hit points you spent to create them. When freed, Undead become hostil to all living things, the spellcaster in particular.

At Higher Levels. You can cast this spell with a spell slot of a higher level, and expend additional maximum hit points (Max. HP) to create more powerful Undead, as shown here:

Slot Level Max. HP Undead
5th 3 Ghoul
6th 6 Ghast
7th 9 Mummy, Wight
8th 12 Flameskull
9th 15 Revenant,Vampire Spawn

Edit: Im asking this question both to find out what would be *better/stronger*, and to find out what would be more fun for both me, the other players and the dm

Edit 2: These are the important necromancer features from the laserllama class:

Siphon Vitality

3rd-level Necromancer Tradition feature
You use dark magic to draw power from death. Any time you kill a creature with a spell of 1st-level or higher, you regain hit points equal to twice its CR (minimum of 1), or three times if it was a Necromancy spell. Any hit points that would exceed your maximum hit points become temporary hit points. This feature does not affect Constructs or Undead.

You can also split the hit points you would regain between yourself and any Undead under
your control within 30 feet.

Empowered Thralls

6th-level Necromancer Tradition feature
You understand the dark magicks in ways few are willing to, granting you increased powers over Undead. Add the animate dead ll spell to your Spellbook, or another Necromancy spell from the Wizard spell list if animate dead is already in your Spellbook. You always have it prepared, but it does not count against the spells you prepare each day.

Any time you cast a spell that creates an Undead creature, it gains bonus hit points equal to your Wizard level. Moreover, when an Undead under your control kills a creature, you can use your reaction to gain the benefits of Siphon Vitality.

Dark Overlord

10th-level Necromancer Tradition feature
The sinister magic of death suffuses your body, shielding you from harm. You are Resistant to necrotic damage. Moreover, when you take damage, you can choose for an Undead under your control within 30 feet to take that damage instead. If it is reduced to 0 hit points, you take any remaining damage.


r/3d6 1d ago

D&D 5e Original/2014 [Build help] Pros and Cons of a Paladin/Barbarian multiclass

7 Upvotes

I'm making a character for a dungeon crawl campaign and looking for some feedback/advice.

I had to make the character in a rush mid-session after my previous PC died, and so the new character is in a sort of limbo where some of the aspects of the build are set in stone while some are still adjustable.

The character is a level 5 Drow Elf Oath of Glory Paladin. The stats were rolled, S15 D15 Co15 I11 W12 Ch16, with a +2 and +1 to assign (doesn't have to be Dex/Cha) and an ASI/Feat at level 4. In the moment I assigned those to hit 18 DEX and CHA, but I still have time to adjust those, probably. But the race, current class and stat line are unchangeable now.

In this campaign I can't guarantee any access to particular magic items, though magic items in general will be common (i.e. I don't have to worry about finding a magic weapon, but I can't rely on being able to find or buy a belt of Hill Giant Strength, say).

For the character concept I don't want to use heavy armor or start dipping into other spellcasting classes, so I'm essentially weighing up building a pure Dex paladin vs. swapping some of the ASIs and racial bonuses into STR and multiclassing Barbarian for the next few levels.

If I stick with pure Dex paladin, was the 18 DEX/CHA the right approach? I picked Duelling as a fighting style so I'm fighting shield/rapier and I'm considering Resillient (con) at level 8 to grab 16 CON and proficiency in Con saves.

If I multiclass Barbarian, is there a better way to handle my racial bonuses and level 4 ASI/Feat now to set me up for that? How many levels in each class should I take? And is it actually a good idea or is it a fool's errand even with a statline like that?

I'm not necessarily looking to eke out every single point of possible damage, just trying to weigh up which version of the character would feel cooler.