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Multi-class power-up examples?
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<blockquote data-quote="Zaruthustran" data-source="post: 6465310" data-attributes="member: 1457"><p>I'm still a fan of mixing Warlock with a dip into Cleric or Bard for Cure Wounds. "Running out of HP" is a common reason for ending an adventuring day, and being able to cast two (or three, at Warlock 11) Cure Wounds at a high spell level will get your party back on its feet in just a few short hours. </p><p></p><p>As others pointed out, most campaigns don't reach super high levels. So let's look at character level 6 for an example. A Cleric 1 / Warlock 5 can cast two 3rd level Cure Wounds each hour (as Warlock spells). Assuming an 18 Charisma, that's 6d8+8 hit points each hour. Enough to get a completely KO'd 6th level character back into fighting shape in a single hour.</p><p></p><p>Time is a precious resource, and being able to spend 1-4 hours healing up instead of 8 is a Big Deal. And benefits the entire party.</p><p></p><p>Also a big fan of Barbarian 1 / any melee class. The DR is huge, even if only 2/day. And Unarmored Defense is surprisingly useful (such as when camping, or on a ship, or attending a social function, or in disguise, or...) And the Advantage on Strength checks combos wonderfully with the Shield Master feat.</p><p></p><p>Lastly, Warlock 1 / any melee class (except Barbarian, because: can't Concentrate while raging) is well worth it. Hex is a bonus action, no save, not-limited-to-once-per-round d6 damage add. That spell is particularly good combo with TWFighters, anyone with Extra Attack, and particularly Polearm Masters. A Warlock / Monk is pretty sweet: 1d4 for each of your Flurry of blows is meh. 1d4+1d6 for each of your Flurry of Blows (in addition to the +1d6 for your regular attack) is WOW. Add 3 levels of Rogue to that mix for some real ninja assassin shenanigans.</p><p></p><p>Hex is also a wonderful noncombat spell: it's often overlooked, but a part of the spell is that the target has disadvantage on ability checks with an ability you choose. And since there's no save, the target doesn't know he's been the target of a spell. Super useful when attempting to sneak or talk. For this spell alone, it's hard to pass up one level of Warlock.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6465310, member: 1457"] I'm still a fan of mixing Warlock with a dip into Cleric or Bard for Cure Wounds. "Running out of HP" is a common reason for ending an adventuring day, and being able to cast two (or three, at Warlock 11) Cure Wounds at a high spell level will get your party back on its feet in just a few short hours. As others pointed out, most campaigns don't reach super high levels. So let's look at character level 6 for an example. A Cleric 1 / Warlock 5 can cast two 3rd level Cure Wounds each hour (as Warlock spells). Assuming an 18 Charisma, that's 6d8+8 hit points each hour. Enough to get a completely KO'd 6th level character back into fighting shape in a single hour. Time is a precious resource, and being able to spend 1-4 hours healing up instead of 8 is a Big Deal. And benefits the entire party. Also a big fan of Barbarian 1 / any melee class. The DR is huge, even if only 2/day. And Unarmored Defense is surprisingly useful (such as when camping, or on a ship, or attending a social function, or in disguise, or...) And the Advantage on Strength checks combos wonderfully with the Shield Master feat. Lastly, Warlock 1 / any melee class (except Barbarian, because: can't Concentrate while raging) is well worth it. Hex is a bonus action, no save, not-limited-to-once-per-round d6 damage add. That spell is particularly good combo with TWFighters, anyone with Extra Attack, and particularly Polearm Masters. A Warlock / Monk is pretty sweet: 1d4 for each of your Flurry of blows is meh. 1d4+1d6 for each of your Flurry of Blows (in addition to the +1d6 for your regular attack) is WOW. Add 3 levels of Rogue to that mix for some real ninja assassin shenanigans. Hex is also a wonderful noncombat spell: it's often overlooked, but a part of the spell is that the target has disadvantage on ability checks with an ability you choose. And since there's no save, the target doesn't know he's been the target of a spell. Super useful when attempting to sneak or talk. For this spell alone, it's hard to pass up one level of Warlock. [/QUOTE]
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