• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Class Choice Query

Dannyalcatraz

Schmoderator
Staff member
Supporter
What class will get a Warforged character some kind of Flight power(s) the quickest? Additional preference for mid- to long- range striker or pseudo-striker attack power(s), esp. those not tied to ammo and/or are At-will or Encounter.

Willing to multiclass or hybridize.
 

log in or register to remove this ad

the catapult class ;)

Wizard class. But end up thinking, it does not matter is used with magical items, Wings of Flying come to mind.

Druid with animal shape.
 
Last edited:

If you aren't all that set on being a warforged, pixies can fly from first level, and are actually really fun characters.

Otherwise, how much do you want to fly? In other words, does it have to be at will or until end of encounter flight, or is "until end of next turn" flight good enough for your purposes?
 

Lifelong fan of this dude:

YpMQ6.jpg

So the closer I can get to that ideal the better. :D
 

Monks get access to flight powers very early, but it's usually only for 1-2 turns. Storm Sorcerers also have lots of powers allowing them to fly for short periods. Sorcerers can also fly at will at about level 15.
 


Would have to dig through the books to figure out exactly which powers give you flight - but most of the powers that I remember give "Until the End of the Encounter" fly speeds either require you to be a druid and change shape (levels below 20) or are 20th level and above (such as my Rogue/Daggermaster/Prison of the Winds' 26th level utility stance that gives him a fly speed until the end of the encounter).

There are a few items that give you a fly speed, like boots of the zephyr.

As for ranged attacks that don't use ammo - get an Armbow for your warforged - it doesn't expend ammo. My Warforged Artificer use the Armbow to great effect with the magic weapon at-will.
 


The 16th level sorcerer utility Dominant Winds lets you fly self or another as a move action. Because it doesn't actually give you a fly speed, you have to land. Sorcerers also have plenty of mid- to long-range high-damage powers that don't depend on ammo and are at-will and/or encounter!

Wizard MC can get you flight until the end of the encounter. I suspect that it's also a 16th level utility, though, so you couldn't have it alongside Dominant Winds until you were 22nd.
 

[DND][/DND]
It would really depend on what level you are and what equipment you can acquire.

This isn't for a campaign in existence. Based on past experiences across all editions, any campaign I'd be playing in would either start at 1st or somewhere 9-13th. And odds are, it would be 1st.
 

Into the Woods

Remove ads

Top