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General Tabletop Discussion
Character Builds & Optimization
Mid-level Versatility
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<blockquote data-quote="Treantmonklvl20" data-source="post: 6717501" data-attributes="member: 55582"><p>Ah, that's easy enough.</p><p></p><p></p><p></p><p>This is an entirely different request. Now we are at:</p><p></p><p>1) Versatile</p><p>2) Self-sufficient</p><p></p><p>It just got a lot harder. Honestly, there isn't a "self-sufficient" class in the game. Challenges are designed to be encountered with a team, and for a single party member, may be impossible to achieve. We can try though.</p><p></p><p></p><p></p><p>Wait...now we just went into another territory altogether. Now we are at:</p><p></p><p>1) Versatile</p><p>2) Self-Sufficient</p><p>3) Not a Bard</p><p>4) Does not duplicate abilities of anyone else in the party</p><p></p><p>So not only do we have difficulty with #2, but #1 and #4 are probably not going to happen with the same build. Versatility is always going to mean a bit of redundancy with what other party members can do.</p><p></p><p>Anyway, I'll give it my best. I probably wasn't going to suggest Bard anyway, I find their spell list so restrictive that magical secrets doesn't provide enough spells to make a truly versatile list.</p><p></p><p>Short rest abilities are dependent on a group that takes a couple short rests between each long rest. If this doesn't happen in your group, they are certainly at a disadvantage. As for skills, yes, often that's exactly how they work.</p><p></p><p></p><p></p><p>If I want maximum versatility I would focus on skills and spells. To fill the requirements the best I can, I would recommend a Cleric (knowledge domain) 1/Wizard (Diviner) X, I would make it a half elf. Probably go for the Urchin background.</p><p></p><p>Here's what the build would achieve:</p><p></p><p>Starting skills: Medicine (Cleric), Insight (Cleric), Arcana (with expertise knowledge), History (with expertise knowledge), Stealth (background), Sleight of Hand (background), Perception (Half Elf), Investigation (Half Elf), Thieves tool proficiency (background)</p><p></p><p>So that's 8 starting skills (2 with expertise) and thieves tool proficiency off the bat. Also, with guidance, that's an extra d4 whenever you have time to throw up the cantrip first.</p><p></p><p>Spells: (this is at level 2)</p><p></p><p>Cantrips: Guidance, Light, Mending, Prestidigitation, Flame bolt, Minor Illusion (non-resource using versatility)</p><p>Cleric 1: Command, Identify (ritual), Healing Word, Bless, Detect Magic (ritual)</p><p>Wizard 1: Alarm (ritual), Comprehend languages (ritual), Find Familiar (ritual), Unseen Servant (ritual), Shield (prepared), Tasha's Hideous Laughter (prepared), Thunderwave (prepared), Sleep (prepared)</p><p></p><p>The following rituals will be available to you from level 2: </p><p>Identify</p><p>Detect Magic</p><p>Alarm</p><p>Comprehend Languages</p><p>Find Familiar</p><p>Unseen Servant</p><p></p><p>In combat you have a bunch of nice spells. The party loves a Bless, Healing word allows you to do back-up healing (neither of these spells require a focus on wisdom), shield + medium armor and shield make your AC pretty hard to bypass. Firebolt gives you neverending attack options, but Thunderwave is there for groups or sleep for that awesome low level auto-win. Tasha's is more for that one tougher foe. </p><p></p><p>You asked for level 5-10, so in addition to the above, add 3-8 more levels in Wizard. I recommend Diviner to get extra spell castings and for Portent, which adds a great deal of versatility to the character as well. It's also quite potent. You could call it Potent-Portent!</p><p></p><p>Anyway, that's the way I would go.</p></blockquote><p></p>
[QUOTE="Treantmonklvl20, post: 6717501, member: 55582"] Ah, that's easy enough. This is an entirely different request. Now we are at: 1) Versatile 2) Self-sufficient It just got a lot harder. Honestly, there isn't a "self-sufficient" class in the game. Challenges are designed to be encountered with a team, and for a single party member, may be impossible to achieve. We can try though. Wait...now we just went into another territory altogether. Now we are at: 1) Versatile 2) Self-Sufficient 3) Not a Bard 4) Does not duplicate abilities of anyone else in the party So not only do we have difficulty with #2, but #1 and #4 are probably not going to happen with the same build. Versatility is always going to mean a bit of redundancy with what other party members can do. Anyway, I'll give it my best. I probably wasn't going to suggest Bard anyway, I find their spell list so restrictive that magical secrets doesn't provide enough spells to make a truly versatile list. Short rest abilities are dependent on a group that takes a couple short rests between each long rest. If this doesn't happen in your group, they are certainly at a disadvantage. As for skills, yes, often that's exactly how they work. If I want maximum versatility I would focus on skills and spells. To fill the requirements the best I can, I would recommend a Cleric (knowledge domain) 1/Wizard (Diviner) X, I would make it a half elf. Probably go for the Urchin background. Here's what the build would achieve: Starting skills: Medicine (Cleric), Insight (Cleric), Arcana (with expertise knowledge), History (with expertise knowledge), Stealth (background), Sleight of Hand (background), Perception (Half Elf), Investigation (Half Elf), Thieves tool proficiency (background) So that's 8 starting skills (2 with expertise) and thieves tool proficiency off the bat. Also, with guidance, that's an extra d4 whenever you have time to throw up the cantrip first. Spells: (this is at level 2) Cantrips: Guidance, Light, Mending, Prestidigitation, Flame bolt, Minor Illusion (non-resource using versatility) Cleric 1: Command, Identify (ritual), Healing Word, Bless, Detect Magic (ritual) Wizard 1: Alarm (ritual), Comprehend languages (ritual), Find Familiar (ritual), Unseen Servant (ritual), Shield (prepared), Tasha's Hideous Laughter (prepared), Thunderwave (prepared), Sleep (prepared) The following rituals will be available to you from level 2: Identify Detect Magic Alarm Comprehend Languages Find Familiar Unseen Servant In combat you have a bunch of nice spells. The party loves a Bless, Healing word allows you to do back-up healing (neither of these spells require a focus on wisdom), shield + medium armor and shield make your AC pretty hard to bypass. Firebolt gives you neverending attack options, but Thunderwave is there for groups or sleep for that awesome low level auto-win. Tasha's is more for that one tougher foe. You asked for level 5-10, so in addition to the above, add 3-8 more levels in Wizard. I recommend Diviner to get extra spell castings and for Portent, which adds a great deal of versatility to the character as well. It's also quite potent. You could call it Potent-Portent! Anyway, that's the way I would go. [/QUOTE]
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