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Best Subclass/Build for 1-20 Dragon Heist/Dungeon of Mad Mage Campaign
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<blockquote data-quote="DND_Reborn" data-source="post: 8779560" data-attributes="member: 6987520"><p>[USER=7030838]@WASDHammer[/USER]</p><p></p><p>My suggestion would be my <strong>Ultimate Skill Monkey build</strong>: Bard (Lore) 3/ Cleric (Knowledge) 1/ Rogue (Scout) 7/ Wizard (Divination) 9.</p><p></p><p>With this build you have "expertise" in 4 skills for free (Nature and Survival via the Scout subclass, plus two more from Knowledge domain).</p><p>You also have expertise in 6 more skills (4 from Rogue and 2 from Bard).</p><p></p><p>You begin with 6 Skills (Background 2 + Rogue 4) as well as 2 (Half-Elf) (TOTAL 8)</p><p>Bard MC gives you 1 Skill (TOTAL 9)</p><p>Free Nature and Survival (Scout) and 2 more (Knowledge: from Arcana, History, or Religion) (TOTAL 13)</p><p>Bard 3 (Lore) gives you 3 more Skills (TOTAL 16)</p><p></p><p>You can pick up the last two skills via Prodigy (available to half-elves) and Skill Expert feats, as well as TWO more expertise skills.</p><p></p><p>Divination Wizard gives you two portent dice as well, very useful. Any other race which grants one skill (at least) also works, combined with the Skilled feat, gives you all the skills (if you don't want to go the aforementioned Prodigy/Skill Expert route). Halfling's Lucky trait could be helpful.</p><p></p><p>So, you end up with all 18 skills, and expertise in 12 of them!</p><p></p><p>Benefits:</p><p>1. Bard Inspiration and Jack-of-all-Trades (for tools and other checks, such as initiative bump)</p><p>2. Cleric spell access</p><p>3. Rogue's Sneak Attack (4d6, making this decent in combat if you don't want to pew pew with cantrips), Cunning action, Uncanny Dodge, and Evasion!</p><p>4. Two portent d20's, Arcane Recovery, best Ritual Casting, and 5th level spells.</p><p>5. Final "caster level" is 13th, so access to 7th level spell slots.</p><p></p><p>With your ability scores (17/16/13/12/11/11) I would suggest the following (assuming Half-Elf?):</p><p></p><p>STR 11</p><p>DEX 18 (17+1)</p><p>CON 12 (11+1)</p><p>INT 16</p><p>WIS 13</p><p>CHA 14 (12+2)</p><p></p><p>Observant feat for WIS +1 will give you 14. Your remaining two ASIs can be useful for whatever (DEX 20 would be nice...).</p><p></p><p>With Bard, Cleric, and Wizard spells, you have all sorts of utility, not to mention a huge selection of cantrips! All your class features gives you a lot of options, especially Cunning Action for bonus actions pretty much every round. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>NOTE: You can also go Warlock 9 instead of Wizard, getting a better CHA and lower INT, as well as Eldritch Invocations and spells recovering on a short rest... It is an interesting option IMO (though I prefer Wizard myself). Beguiling Influence can also get you the last to skill proficiencies without using two ASI/feats, but you lose some expertise then.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8779560, member: 6987520"] [USER=7030838]@WASDHammer[/USER] My suggestion would be my [B]Ultimate Skill Monkey build[/B]: Bard (Lore) 3/ Cleric (Knowledge) 1/ Rogue (Scout) 7/ Wizard (Divination) 9. With this build you have "expertise" in 4 skills for free (Nature and Survival via the Scout subclass, plus two more from Knowledge domain). You also have expertise in 6 more skills (4 from Rogue and 2 from Bard). You begin with 6 Skills (Background 2 + Rogue 4) as well as 2 (Half-Elf) (TOTAL 8) Bard MC gives you 1 Skill (TOTAL 9) Free Nature and Survival (Scout) and 2 more (Knowledge: from Arcana, History, or Religion) (TOTAL 13) Bard 3 (Lore) gives you 3 more Skills (TOTAL 16) You can pick up the last two skills via Prodigy (available to half-elves) and Skill Expert feats, as well as TWO more expertise skills. Divination Wizard gives you two portent dice as well, very useful. Any other race which grants one skill (at least) also works, combined with the Skilled feat, gives you all the skills (if you don't want to go the aforementioned Prodigy/Skill Expert route). Halfling's Lucky trait could be helpful. So, you end up with all 18 skills, and expertise in 12 of them! Benefits: 1. Bard Inspiration and Jack-of-all-Trades (for tools and other checks, such as initiative bump) 2. Cleric spell access 3. Rogue's Sneak Attack (4d6, making this decent in combat if you don't want to pew pew with cantrips), Cunning action, Uncanny Dodge, and Evasion! 4. Two portent d20's, Arcane Recovery, best Ritual Casting, and 5th level spells. 5. Final "caster level" is 13th, so access to 7th level spell slots. With your ability scores (17/16/13/12/11/11) I would suggest the following (assuming Half-Elf?): STR 11 DEX 18 (17+1) CON 12 (11+1) INT 16 WIS 13 CHA 14 (12+2) Observant feat for WIS +1 will give you 14. Your remaining two ASIs can be useful for whatever (DEX 20 would be nice...). With Bard, Cleric, and Wizard spells, you have all sorts of utility, not to mention a huge selection of cantrips! All your class features gives you a lot of options, especially Cunning Action for bonus actions pretty much every round. ;) NOTE: You can also go Warlock 9 instead of Wizard, getting a better CHA and lower INT, as well as Eldritch Invocations and spells recovering on a short rest... It is an interesting option IMO (though I prefer Wizard myself). Beguiling Influence can also get you the last to skill proficiencies without using two ASI/feats, but you lose some expertise then. [/QUOTE]
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