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5E Best Crit-Fisher Builds

Grue AC

First Post
If you crit building see if you can get a party mate to cast Shadow Blade for you. Finesse weapon with 2d8 dmg die and expanded crit range in dim light can't be passed up.
 

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Gavin O.

First Post
I like that a lot.

Paladin Divine Smite + their additional spell slots works better than the Elidritch Smite invocation which only allows warlock slots to power it. But with curse only working on one foe per short rest, I wonder if Champion 3 for all crits on 19-20 isn't a better way to go first, and then swing back to paladin.

Note that if you also pick up Blade Pact you can extend two handed weapons for a larger crit die. And then GWM can give you a bonus action attack with it on crit for extra fun.

I've tried going a DEX paladin route, with Oath of Vengeance plus eventually the Mounted Combat feat for regular advantage. Divine Smite on crits is the biggest reliable non-weapon dice I can find to add. (Rogue SA you have the question if you hit but not crit, if you want to apply SA to deliver it, or roll again and hope you don't miss.) But finesse limits my weapon damage die to max d8.

I think your Hexblade version works better.

As I understand it, dropping a weapon takes no action and drawing a weapon takes your "interact with an object" action, so theoretically a rogue could attack once with a rapier, apply sneak attack, drop the rapier, draw a greatsword, and make the rest of their attacks with the greatsword. I'm not sure if a DM would allow that though, and it's only really useful if you're surprising a foe with the assassinate auto-crits.

Another interesting option is Bard. They can get extra attack through the college of blades, and use blade flourish to add more damage die (though they have the same conundrum as rogues with only being able to apply it once per turn) The biggest draw is that Bards are the only full caster class that can get both Elemental Weapon and Extra Attack. Elemental weapon cast from a level 7 spell slot adds 3d4 damage to each hit (average 15, or 30 on a crit) Dip two levels of Hexblade for Cha attacks and Invocations (Devil's Sight to combo with darkness) Plus since you're not using Divine Smite you can use a ranged weapon to stay out of danger. You could dip Fighter (3) for Champion, Archery Style, and Extra Attack. Only problem is you don't get all the pieces until level 18 (Bard 13/Fighter 3/Warlock 2)
 

NumYummy94

First Post
If you crit building see if you can get a party mate to cast Shadow Blade for you. Finesse weapon with 2d8 dmg die and expanded crit range in dim light can't be passed up.


Shadow Blade only has a range of Self. Plus, we're really only looking for things you can do by yourself.

But I have a really good idea.

Go Rogue 3, Arcane Trickster. Pick the Find Familiar spell. Your familiar can use the Help action every turn to give you advantage on one attack.

At Rogue 4, pick up Elven Accuracy feat, and voila! You're crit-fishing at level 4, with Sneak Attack no less! And just keep building on it.

Then go Rogue 4/Fighter Champion 3 or 5. If you only go 3 you get: a fighting style, action surge, and a 19-20 crit range. If you go 5 you also get: an ASI( I suggest Defensive Duelest for survivability, or Lucky to make SURE your attacks hit ), and an extra attack.

At Rogue 7/Fighter3-5 get Shadow Blade. Or you can choose to take Fighter to 15 for crit 18-20 and Extra Attack(2).

If you go Rogue 13/Fighter 3-5, you can use Mage Hand as a bonus action to give yourself advantage on all attacks against a single opponent for a turn. Alternatively, go to Fighter 11 and get Extra Attack(2). But I think it's better to go Rogue most of the way for Sneak Attack.
 
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Gavin O.

First Post
Shadow Blade only has a range of Self. Plus, we're really only looking for things you can do by yourself.

But I have a really good idea.

Go Rogue 3, Arcane Trickster. Pick the Find Familiar spell. Your familiar can use the Help action every turn to give you advantage on one attack.

At Rogue 4, pick up Elven Accuracy feat, and voila! You're crit-fishing at level 4, with Sneak Attack no less! And just keep building on it.

Then go Rogue 4/Fighter Champion 3 or 5. If you only go 3 you get: a fighting style, action surge, and a 19-20 crit range. If you go 5 you also get: an ASI( I suggest Defensive Duelest for survivability, or Lucky to make SURE your attacks hit ), and an extra attack.

At Rogue 7/Fighter3-5 get Shadow Blade. Or you can choose to Fighter 15 for crit 18-20 and Extra Attack(2).

If you go Rogue 13/Fighter 3-5, you can use Mage Hand with a bonus action to give yourself advantage on all attacks against a single opponent for a turn. Alternatively, go to Fighter 11 and get Extra Attack(2). But I think it's better to go Rogue most of the way for Sneak Attack.

Most familiars have 10 AC and 1 HP, usually if a DM notices you're using the familiar in combat for the help action (which is melee ranged) they'll flatten your familiar in one swing from a monster.
 


Blue

Ravenous Bugblatter Beast of Traal
The biggest draw is that Bards are the only full caster class that can get both Elemental Weapon and Extra Attack. Elemental weapon cast from a level 7 spell slot adds 3d4 damage to each hit (average 15, or 30 on a crit)

I like the new 5th level Holy Weapon for 2d8 per attack myself, with one casting lasting up to an hour. But you can either have full attack (paladin, so level 17) or full caster (cleric or divine soul sorcerer at level 9). Or the same trick, of using bard's magical secrets to pick it up.
 

Gavin O.

First Post
I like the new 5th level Holy Weapon for 2d8 per attack myself, with one casting lasting up to an hour. But you can either have full attack (paladin, so level 17) or full caster (cleric or divine soul sorcerer at level 9). Or the same trick, of using bard's magical secrets to pick it up.

Wow, Holy Weapon looks really good. The only problem is it doesn't work with darkness since the weapon now sheds magical light, you'll need another source of advantage. Probably worth finding one for an extra 2d8 damage though.
 




Gavin O.

First Post
In my experience, 14 is a pretty average AC.

Here are some preliminary numbers that I will leave you with while I go do my schoolwork.

Odds of critting:
Roll one dice, crit on a 20: 5%
Roll one dice, crit on a 19: 10%
Roll two dice, crit on a 20: 9.5%
Two dice, crit on a 19: 19%
Three dice, crit on a 20: 14.26%
Three dice, crit on a 19: 27%

With Elven accuracy, Advantage, and a +7 bonus to hit (+3 proficiency and +4 stat) we have a 97.3% chance to hit AC 14.


Half-elf Sorcerer(2)/Warlock(3) (using EB+ quickened EB) using Hexblade’s Curse on a single target
Odds of crit: 27%
Crit damage: 2d10+7 = 18
Odds of hit (and not crit): 70%
Normal Damage: 1d10+7 = 12.5
DPR (per blast) = 18*0.27 + 12*0.7 = 5.94+9.1 = 13.61
DPR (four blasts) = 54.44

Same calculations, this time without Hexblade curse:
Odds of crit: 14.26%
Crit damage: 2d10+4 = 15
Odds of hit (and not crit): 83.04%
Normal Damage: 1d10+4 =9.5
DPR(per blast)= 2.139+7.8 = 9.939
 

Wurawdawger

First Post
Half Elf
Paladin (Oath of Vengence) 6
Warlock (Hexblade) 5
Bard (College of Whispers) 9

Feats/ASI: Pole Arm Master, Elven Accuracy, Great Weapon Master, Cha/Cha.

This is very much a once per rest build, but can dish out some nasty crits. Can work well in boss fights, but falls short in hord or back to back brawls. Essentially you're stacking Devine and Eldritch smite, along with psychic blades. 3 attacks per turn, all with double advantage from elven accuracy (when vow of Enmity is active). Pop hex blade curse, and your crit rage goes up.

On top of the mondo crits you get plate armor and great saves from Aura of Protection, and you can still be a face character. After all this is a role playing game.

This may not be completely optimized, but allows for a crit build that doesn't really on fighter/Barb combo.

Would love feedback!!
 
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Gavin O.

First Post
Half Elf
Paladin (Oath of Vengence) 6
Warlock (Hexblade) 5
Bard (College of Whispers) 9

Feats/ASI: Pole Arm Master, Elven Accuracy, Great Weapon Master, Cha/Cha.

This is very much a once per rest build, but can dish out some nasty crits. Can work well in boss fights, but falls short in hord or back to back brawls. Essentially you're stacking Devine and Eldritch smite, along with psychic blades. 3 attacks per turn, all with double advantage from elven accuracy (when vow of Enmity is active). Pop hex blade curse, and your crit rage goes up.

On top of the mondo crits you get plate armor and great saves from Aura of Protection, and you can still be a face character. After all this is a role playing game.

This may not be completely optimized, but allows for a crit build that doesn't really on fighter/Barb combo.

Would love feedback!!

I'm not sure what you need 5 levels of hexblade for. You get an extra invocation and level 3 warlock slots, but Thirsting Blade is redundant for you because yuo've already got Extra Attack. Going down just one level would allow you to get the 10th bard level for a psychic blades dice.
 

NumYummy94

First Post
Half Elf
Paladin (Oath of Vengence) 6
Warlock (Hexblade) 5
Bard (College of Whispers) 9

Feats/ASI: Pole Arm Master, Elven Accuracy, Great Weapon Master, Cha/Cha.

This is very much a once per rest build, but can dish out some nasty crits. Can work well in boss fights, but falls short in hord or back to back brawls. Essentially you're stacking Devine and Eldritch smite, along with psychic blades. 3 attacks per turn, all with double advantage from elven accuracy (when vow of Enmity is active). Pop hex blade curse, and your crit rage goes up.

On top of the mondo crits you get plate armor and great saves from Aura of Protection, and you can still be a face character. After all this is a role playing game.

This may not be completely optimized, but allows for a crit build that doesn't really on fighter/Barb combo.

Would love feedback!!


Along with what Gavin O. pointed out, I don't really see the point of having GWM. PAM already gives you a more reliable bonus attack, and with all of those smites and psychic damage, the -5/+10 isn't going to do a lot either.

I'd also like to point out that the only weapon that works for both PAM and Elven Accuracy is a quarterstaff because Hex Warrior can't use two-handed weapons.
 

Gavin O.

First Post
Along with what Gavin O. pointed out, I don't really see the point of having GWM. PAM already gives you a more reliable bonus attack, and with all of those smites and psychic damage, the -5/+10 isn't going to do a lot either.

I'd also like to point out that the only weapon that works for both PAM and Elven Accuracy is a quarterstaff because Hex Warrior can't use two-handed weapons.

Once you have the pact of the blade, you can manifest ANY melee weapon with your hex warrior feature and use Cha to attack with it, so you can you a glaive. That's why 3 levels of warlock is required for a build like this.
 
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NumYummy94

First Post
Once you have the pact of the blade, you can manifest ANY melee weapon with your hex warrior feature and use Cha to attack with it, so you can you a glaive. That's why 3 levels of warlock is required for a build like this.

Or you could do that! 😅 Regardless, I would be interested in seeing just how much this guy can pump out. It looks like an insane amount of nova damage!
 

Wurawdawger

First Post
I'm not sure what you need 5 levels of hexblade for. You get an extra invocation and level 3 warlock slots, but Thirsting Blade is redundant for you because yuo've already got Extra Attack. Going down just one level would allow you to get the 10th bard level for a psychic blades dice.

5th lv lock gives you access to Eldritch Smite, and as you pointed out, 3rd lv spells, so more dice. Only 2 uses per SR, but if you're in a party that SRs often, then it can add up. Plus it's force damage, which is nice.
 

Wurawdawger

First Post
Once you have the pact of the blade, you can manifest ANY melee weapon with your hex warrior feature and use Cha to attack with it, so you can you a glaive. That's why 3 levels of warlock is required for a build like this.

Correct. I didn't put the entire build in, so sorry for any confusion. Great weapon fighting from pally and pact of the blade are part of the build as well.
 

Gavin O.

First Post
5th lv lock gives you access to Eldritch Smite, and as you pointed out, 3rd lv spells, so more dice. Only 2 uses per SR, but if you're in a party that SRs often, then it can add up. Plus it's force damage, which is nice.

You lose 1d8 damage (4.5) from a higher level Eldritch smite and gain 2d6 (7) damage from a higher level Psychic blades. Eldtrich Smite is 2/Short Rest, Psychic blades is 5/Long rest, which is about the same in my experience. You also gain an additional Expertise and Magical Secrets to learn any two spells.

(edit) oh, Eldritch smite requires level 5. That makes more sense then.
 

Gavin O.

First Post
The Gloom Stalker Ranger looks like a pretty excellent 3-level dip for a Crit build, specifically for Dread Ambusher

"You can give yourself a bonus to initiative rolls equal to your wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet. If you take the attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type"

With the Fighter's action surge, you can make two attack actions on your first turn and get two extra attacks from this, if you have Haste, you can take yet another attack action and get a third attack from this. you also get an extra d8 of damage, naturally doubled on crits.

If we really wanted to go deep on this, we could run something like:

Wood elf Fighter(2)/Paladin(12)/Rogue(3)/Ranger(4)

Rogue for Assassinate, Fighter for Action Surge, Ranger for Dread Ambusher (which also gives +Wis to initiative) and Paladin for Haste and Divine Smite.

We get 3 ASI, which would be +2 Dex, Elven Accuracy (+1 Dex) and Great Weapon Master for the free bonus action attack on a crit

On our nova turn, we can make 9 attacks: 3 from our Attack Action, 3 from Action Surge, 2 from Haste+Dread Ambush, and 1 bonus action from GWM. We get 3d8+sneak attack+divine smite extra damage.

We could also rework this to use Half-elf, drop some Paladin levels for 3 levels in Hexblade/Blade warlock, and get Cha to attack, but that makes you more MAD, especially since you're losing another ASI.
 

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