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<blockquote data-quote="Kobold Stew" data-source="post: 6783986" data-attributes="member: 23484"><p>First off, Welcome to the Boards.</p><p></p><p>A lot depends on what level you are starting at. But let's assume that it's (say) 12 or lower. In that case, I'd not worry at all about the level 20 feature. Your goal is to get there and have fun/wreak havoc along the way.</p><p></p><p>1. With a half-orc, if you want to keep multi classing open, you'll need an int of 14, which is workable, but will be a bit weak on spells that need an attack roll (or a save DC). That's okay -- you'll have zombies. </p><p></p><p>2. For multi classing, rather than MC into Cleric, I would suggest Fighter 1. You lose the spell casting level, but you gain quite a bit:</p><p>- easier to MC into, since you'll have a bonus to your strength out of the gate.</p><p>- If your level 1 is fighter, you'll have proficiency on concentration spells, which a Cleric can't give you.</p><p>- second wind synchs well with relentless endurance.</p><p>- it will also give you a higher weapon damage die for savage attacks (if you opt to keep a weapon in your hand)</p><p>- defensive style gives you an AC boost, but there are other, better options: beg, bribe, or mortgage your house to get your DM to let you take Close Quarters Shooter, from the Underdark Unearthed Arcana. All of a sudden your attack cantrips come back online, and you can use them in melee range.</p><p></p><p>3. With a build like this, you don't really need to boost your Intelligence after this -- it helps, sure, but taking magic initiate will let you add a few necromancy spells from the Cleric list: I'd suggest Spare the Dying (for theme), Guidance (always a useful spell), Inflict wounds (also necromancy, plus an attack option 1/day).</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6783986, member: 23484"] First off, Welcome to the Boards. A lot depends on what level you are starting at. But let's assume that it's (say) 12 or lower. In that case, I'd not worry at all about the level 20 feature. Your goal is to get there and have fun/wreak havoc along the way. 1. With a half-orc, if you want to keep multi classing open, you'll need an int of 14, which is workable, but will be a bit weak on spells that need an attack roll (or a save DC). That's okay -- you'll have zombies. 2. For multi classing, rather than MC into Cleric, I would suggest Fighter 1. You lose the spell casting level, but you gain quite a bit: - easier to MC into, since you'll have a bonus to your strength out of the gate. - If your level 1 is fighter, you'll have proficiency on concentration spells, which a Cleric can't give you. - second wind synchs well with relentless endurance. - it will also give you a higher weapon damage die for savage attacks (if you opt to keep a weapon in your hand) - defensive style gives you an AC boost, but there are other, better options: beg, bribe, or mortgage your house to get your DM to let you take Close Quarters Shooter, from the Underdark Unearthed Arcana. All of a sudden your attack cantrips come back online, and you can use them in melee range. 3. With a build like this, you don't really need to boost your Intelligence after this -- it helps, sure, but taking magic initiate will let you add a few necromancy spells from the Cleric list: I'd suggest Spare the Dying (for theme), Guidance (always a useful spell), Inflict wounds (also necromancy, plus an attack option 1/day). Hope this helps. [/QUOTE]
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