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Class Features UA Ranger: Multiclass Goodness
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<blockquote data-quote="BookBarbarian" data-source="post: 7868890" data-attributes="member: 6802553"><p>I have an idea, but there is a lot of competition for bonus actions. Also it's Super MAD.</p><p></p><p>I'm thinking Rune Knight as a base with the Unarmed Fighting style. Picking up Tireless, Dueling Fighting Style, and additional attack in the first round of combat (which gets doubled on action surge) with Gloomstalker 3. Rage, Reckless Attack, and Frenzy (now on a short rest) from Berserker 3. and Athletics and Stealth Expertise, Cunning Action. and Assassinate from Assassin 3. Fighter to 5 or 6 first then the multiclasses in that order then back to fighter to finish out.</p><p></p><p>At the mythical 20th level I'd be Rune Knight 11/Gloom Stalker 3/Berserker 3/Assassin 3. </p><p></p><p>Always start the day with Tireless THP.</p><p></p><p>In the first round of combat I Hunter's Mark, Attack x 4 and Action surge for Attack x 4 again. 8 attacks with an extra 1d6 damage from Hunter's Mark. With a Finesse or Ranged Weapon one attack has an extra 2d6 from Sneak Attack and in Melee 2 from Dueling. With Wisdom mod to Initiative I've got a good chance of getting Advantage on all those attacks, and Stealth expertise may help with Surprise granting auto crits but that's not necessary. The idea here is to clear as many minions as possible from the combat.</p><p></p><p>Next round I use Giant's Might and target the BBEG as long as they are size Huge or smaller, Attempt to Grapple with Advantage and Expertise and with 1d4 damage a success. Then Shove with Advantage, and if successful Attack with Advantage with an extra 1d6 + 2d6 + +1d4 + 1d8 (from Giant's might) +2 damage. attacks against me from the target would have disadvantage and I've got THP as a buffer.</p><p></p><p>Next Round assuming the target is still grappled and prone I've got 3 attacks with 1d6 +1d4 + 1d8 +2 extra damage and one of them having the 2d6, and with my bonus action now I can Frenzy. </p><p></p><p>So every turn after that on the the grappled target I get 4 attacks with 1d6 + +1d4 + 1d8 +2 +2 (Rage) damage, one of them having the 2d6 sneak attack. And if the target is still too big to grapple or otherwise immune I can always try the Fire Rune to restrain them. They'd likely have an easier time making that saving throw than beating my grapple check and I'd lose out on a bunch of d4s in grapple damage, 2d4 fire damage every turn while restrained ain't bad either. Always nice to have the option.</p><p></p><p>All in all It's the rough and tumble sneaky commando I've wanted to play, and Indeed the Ranger I've always wanted to play. It takes until level 14 to all come on line and gets even more attacks at 20, but It's totally playable from level 1 too.</p></blockquote><p></p>
[QUOTE="BookBarbarian, post: 7868890, member: 6802553"] I have an idea, but there is a lot of competition for bonus actions. Also it's Super MAD. I'm thinking Rune Knight as a base with the Unarmed Fighting style. Picking up Tireless, Dueling Fighting Style, and additional attack in the first round of combat (which gets doubled on action surge) with Gloomstalker 3. Rage, Reckless Attack, and Frenzy (now on a short rest) from Berserker 3. and Athletics and Stealth Expertise, Cunning Action. and Assassinate from Assassin 3. Fighter to 5 or 6 first then the multiclasses in that order then back to fighter to finish out. At the mythical 20th level I'd be Rune Knight 11/Gloom Stalker 3/Berserker 3/Assassin 3. Always start the day with Tireless THP. In the first round of combat I Hunter's Mark, Attack x 4 and Action surge for Attack x 4 again. 8 attacks with an extra 1d6 damage from Hunter's Mark. With a Finesse or Ranged Weapon one attack has an extra 2d6 from Sneak Attack and in Melee 2 from Dueling. With Wisdom mod to Initiative I've got a good chance of getting Advantage on all those attacks, and Stealth expertise may help with Surprise granting auto crits but that's not necessary. The idea here is to clear as many minions as possible from the combat. Next round I use Giant's Might and target the BBEG as long as they are size Huge or smaller, Attempt to Grapple with Advantage and Expertise and with 1d4 damage a success. Then Shove with Advantage, and if successful Attack with Advantage with an extra 1d6 + 2d6 + +1d4 + 1d8 (from Giant's might) +2 damage. attacks against me from the target would have disadvantage and I've got THP as a buffer. Next Round assuming the target is still grappled and prone I've got 3 attacks with 1d6 +1d4 + 1d8 +2 extra damage and one of them having the 2d6, and with my bonus action now I can Frenzy. So every turn after that on the the grappled target I get 4 attacks with 1d6 + +1d4 + 1d8 +2 +2 (Rage) damage, one of them having the 2d6 sneak attack. And if the target is still too big to grapple or otherwise immune I can always try the Fire Rune to restrain them. They'd likely have an easier time making that saving throw than beating my grapple check and I'd lose out on a bunch of d4s in grapple damage, 2d4 fire damage every turn while restrained ain't bad either. Always nice to have the option. All in all It's the rough and tumble sneaky commando I've wanted to play, and Indeed the Ranger I've always wanted to play. It takes until level 14 to all come on line and gets even more attacks at 20, but It's totally playable from level 1 too. [/QUOTE]
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