Let's build some characters for Next.

Kobold Stew

Last Guy in the Airlock
Supporter
We have the final playtest materials: now let's build some characters!

My interest is to see how "iconic" builds from previous editions get represented in the new system. What can be built, what can't. Where do the rules bend, or break, or simply not exist. What are the implications for your favourite "best build" in play? Are there tropes that just can't be realized?

Feel free to ask for anything --

either (A) a character type (e.g. the most effective Archer),
or (B) a particular mechanical goal (e.g. highest AC, most DPR, whatever).

(if you want a level to pitch it at, let's say level 10, unless you have a reason to go somewhere else).

Really, I'd like to see ideas here: what do the rules for D&D Next say to you about the future of character builds and optimization?
 

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I'd like to see:

An "arcane blade" type using mage and fighter (or some other martial class). I have a feeling that the enchantment school effect (melee attacks against you have disadvantage) could make this very effective.

An "arcane trickster" type probably using illusionist mage and rogue.

A monk/cleric "sacred fist." It might make sense to go with the light domain and get the extra cantrips and fire spells. That might mix well with the master of the elements.

A "skald" that mixes bard with...something to make an effective warrior/inspiring figure.
 


I'm interested to see how Fighter 2/Rogue 2 multiclass works. How powerful is it to have both action surge and the extra action which rogues can get?
 

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