TheDeadPoet
First Post
Hey
I have recently come up with an invitation to do Descent into Avernus as a player. I'm used to DM a lot and this will be a blast I am sure. I am looking for a bit of advice into how I should plan the future how this weird multiclass I came up with and what I could do to improve it as of now also.
GOALS :
1 -Being a primary grappler, so a good damage migitation.
2 - A secondary support that adds a lot of small pieces to help out in various tasks.
3 - Good damage so we do not get ignored by the mobs.
4 - Key off magic spells to help us fight as a melee combatant (mostly in Wild Shape form).
Wood Elf with Point Buy :
Strenght 13
Dexterity 14
Constitution 14
Intelligence 13 (19 with headband of intellect)
Wisdom 14
Charisma 9
As for magic items the character will start with is Bracers of defence, Ring of protection, Headband of intellect.
The character starts off as a level 6 hybrid with 3 classes.
1 - Barbarian 1. We get Constitution saves, 12 hit points as a starter, 2 rage per day and some nice proficiencies. Unarmored defense will also provide a good AC calculation alternative for Wild Shape and regular form.
2 - Druid 1. My first dip. Longstrider, Faerie Fire and Healing Word are what I mostly prepare.
3 - Druid 2. Circle of the moon. Wild Shaping will be our primary mean to tank. Brown Bear is an excellent bruiser. At this level, we mostly rely on rage and wild shape to makes us a tanky as possible, which is probably one of the best ways to do so in the game in my opinion at this particular early stage. I would prepare Entangle on top of my initial 3 druid spells.
4 - Wizard 1. Our second dip. The main goal of this is to get Extra Attack at 6 and Bladesong at 2. Wizard spells are a big tool to help us become a more large grappler or to get a reliable source of advantage through Find Familiar. Shield, Silent Image, Grease, Detect Magic, Tasha's Hideous Laughter and Find Familiar.
5 - Wizard 2. We get our Bladesong, lets us add our Intelligence (+ 4) to our ACand get advantages on concentration checks. The + 10 feet part is also nice. Alarm and Detect Magic.
6 - Wizard 3. Enlarge/Reduce and Mirror Image.
As a bear we have an AC of 20 (my DM let Headband, Bracers and Ring meld into a bear form so that the bear can equip them. You can expect DM variance here).
I don't have a feat yet and I do not know what to aim at. I could also replace the Ring of protection with another magic item if I want (I don't own all of them but trading is an option in AL).
Thanks for reading my post. I'd like to read your take on what I am trying to build. Cheers.
TheDeadPoet
I have recently come up with an invitation to do Descent into Avernus as a player. I'm used to DM a lot and this will be a blast I am sure. I am looking for a bit of advice into how I should plan the future how this weird multiclass I came up with and what I could do to improve it as of now also.
GOALS :
1 -Being a primary grappler, so a good damage migitation.
2 - A secondary support that adds a lot of small pieces to help out in various tasks.
3 - Good damage so we do not get ignored by the mobs.
4 - Key off magic spells to help us fight as a melee combatant (mostly in Wild Shape form).
Wood Elf with Point Buy :
Strenght 13
Dexterity 14
Constitution 14
Intelligence 13 (19 with headband of intellect)
Wisdom 14
Charisma 9
As for magic items the character will start with is Bracers of defence, Ring of protection, Headband of intellect.
The character starts off as a level 6 hybrid with 3 classes.
1 - Barbarian 1. We get Constitution saves, 12 hit points as a starter, 2 rage per day and some nice proficiencies. Unarmored defense will also provide a good AC calculation alternative for Wild Shape and regular form.
2 - Druid 1. My first dip. Longstrider, Faerie Fire and Healing Word are what I mostly prepare.
3 - Druid 2. Circle of the moon. Wild Shaping will be our primary mean to tank. Brown Bear is an excellent bruiser. At this level, we mostly rely on rage and wild shape to makes us a tanky as possible, which is probably one of the best ways to do so in the game in my opinion at this particular early stage. I would prepare Entangle on top of my initial 3 druid spells.
4 - Wizard 1. Our second dip. The main goal of this is to get Extra Attack at 6 and Bladesong at 2. Wizard spells are a big tool to help us become a more large grappler or to get a reliable source of advantage through Find Familiar. Shield, Silent Image, Grease, Detect Magic, Tasha's Hideous Laughter and Find Familiar.
5 - Wizard 2. We get our Bladesong, lets us add our Intelligence (+ 4) to our ACand get advantages on concentration checks. The + 10 feet part is also nice. Alarm and Detect Magic.
6 - Wizard 3. Enlarge/Reduce and Mirror Image.
As a bear we have an AC of 20 (my DM let Headband, Bracers and Ring meld into a bear form so that the bear can equip them. You can expect DM variance here).
I don't have a feat yet and I do not know what to aim at. I could also replace the Ring of protection with another magic item if I want (I don't own all of them but trading is an option in AL).
Thanks for reading my post. I'd like to read your take on what I am trying to build. Cheers.
TheDeadPoet