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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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<blockquote data-quote="Veep" data-source="post: 6708057" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Multiclass and Hybrid Options</strong></span></p> <p style="text-align: center"></p><p>Because Channel Divinity isn’t really an essential feature, and because of the relative weakness of some of the encounter power levels, invokers make pretty solid hybrids. The best choices for invokers are <strong>leaders</strong> and <strong>other controllers</strong>. Below I’ll discuss each class in terms of both its multiclass and hybrid options.</p><p></p><p><span style="color: Crimson"><strong>Ardent</strong></span>: Charisma-based classes are not a good choice, and especially not melee-based ones.</p><p></p><p><span style="color: MediumBlue"><strong>Artificer</strong></span>: Not a bad choice to pick up Arcana and some healing. The stats work, and you gain access to weapons as implements. The powers have kind of a different focus, though, making a hybrid build look a little disjointed.</p><p></p><p><span style="color: Purple"><strong>Assassin</strong></span>: Useless as a hybrid, but some of the Fear-based feats might make this useful to some as an MC.</p><p></p><p><span style="color: Black"><strong>Avenger</strong></span>: There is a bit of synergy here with radiant, but overall the two classes still don’t really complement each other. You might pick this up for as a way to MC for Perception and get holy symbol implements, though.</p><p></p><p><span style="color: Crimson"><strong>Barbarian</strong></span>: Melee class, doesn’t really mesh at all.</p><p></p><p><span style="color: Purple"><strong>Bard</strong></span>: This could be an interesting combination if the stats weren’t in conflict (Wis and Cha). As is, there might be some feats you would consider taking as an MC. The hybrid combination doesn’t seem to work (though you could try to do a sliding thunder-bardvoker with a <strong>Wand of Thunderous Anguish</strong> or something, taking all implement powers).</p><p></p><p><span style="color: Crimson"><strong>Battlemind</strong></span>: Psionic classes don’t really hybrid well with other psionic classes, plus this is a melee defender + controller combination.</p><p></p><p><span style="color: DarkTurquoise"><strong>Cleric</strong></span>: Invoker and cleric were made for each other (and <strong>Morninglord</strong>. They hybrid extremely well without losing any armor proficiency. <strong>Gambler’s Word</strong>, <strong>Radiant Advantage</strong>, and <strong>Supreme Healer</strong> are the key feats for this hybrid combination, and really all you need from the cleric feat list. For powers, <strong>Hymn of Resurgence</strong>, <strong>Mantle of Glory</strong>, and <strong>Healer’s Torch</strong> all fit perfectly into a radiant Morninglord build, and you can take many encounter-long healing-type dailies that enable you to fulfill the healing role while still dishing out lots of radiant damage.</p><p></p><p><span style="color: DarkTurquoise"><strong>Druid</strong></span>: This is now a fantastic combination with the buffs druid got in HotFW. A shardmind invoker|druid/gatekeeper can work wonders (Mark of Storm + Resounding Thunder + Call Lightning + Chosen Threshold = huge). The build contains an enormous amount of summons and persistent zones, from <strong>Giant Toad</strong> at level 1 all the way to <strong>Writhing Henge</strong> at 25. Druid isn’t as useful for multiclass as it is for hybrid, though.</p><p></p><p><span style="color: Purple"><strong>Fighter</strong></span>: Controller plus defender just isn’t a good combination. Fighter does have some multiclass applications, though. You might want <strong>Hindering Shield</strong> to be able to attach slows to sliding powers. <span style="color: DarkTurquoise"><strong>Amazing</strong></span> if you're making a Dizzying Mace build.</p><p></p><p><span style="color: Crimson"><strong>Monk</strong></span>: Nothing useful here that I can find.</p><p></p><p><span style="color: Crimson"><strong>Paladin</strong></span>: Not the worst way to pick up holy symbol implements (call of virtue is useful), but, again, it’s a melee class, and a defender, so you have issues trying this as a hybrid.</p><p></p><p><span style="color: Black"><strong>Psion</strong></span>: Useful as a multiclass to pick up <strong>Orb of Nimble Thoughts</strong> and gain access to psionic feats. As a hybrid, it is hard to see how this could possibly be better than wizard, though, due to the psionic/non-psionic problems.</p><p></p><p><span style="color: Purple"><strong>Ranger</strong></span>: A little better than some of the other melee combinations, since you can do Staff Fighting. Still not great, though. If your DM allows Divine Bolts to be used with hunter tricks, this combination can be <span style="color: DarkTurquoise"><strong>fantastic</strong></span>, but not all DMs will let you use Divine Bolts that way.</p><p></p><p><span style="color: Crimson"><strong>Rogue</strong></span>: Another pointless combination, and no real multiclass benefits.</p><p></p><p><span style="color: Crimson"><strong>Runepriest</strong></span>: No real feats you’d want, and stats and melee/implement don’t match up.</p><p></p><p><span style="color: Black"><strong>Seeker</strong></span>: The difficulty with this combination is getting the weapon to be usable as an implement. If you can do that (via artificer/Crossbow Caster or something), this isn’t a horrible combination. Multiclass, this doesn’t bring much to the table.</p><p></p><p><span style="color: MediumBlue"><strong>Shaman</strong></span>: Invokers mesh very well with shamans, especially with all the control powers shamans have gotten in Dark Sun. The downside is weak armor (you don’t even have Hide), but the spirit companion and numerous close burst spirit control powers make up for this. Shaman also makes a decent multiclass, as you can get <strong>Mending Spirit</strong> for a free heal (best used out of combat) and pick up Nature.</p><p></p><p><span style="color: Purple"><strong>Sorcerer</strong></span>: Hard to find anything worthwhile here, and the stats don’t match up. Decent MC to pick up daggers as implements.</p><p></p><p><span style="color: Purple"><strong>Swordmage</strong></span>: At least the weapon can be used as an implement here, but it’s hard to see how this combination can provide any sort of synergy.</p><p></p><p><span style="color: Crimson"><strong>Warden</strong></span>: Another worthless defender+controller combination. Hard to find any useful feats on the warden side, and weapon/implement thing too much of a pain.</p><p></p><p><span style="color: Black"><strong>Warlock</strong></span>: This combination provides some interesting options. Feats like <strong>Starfire Womb</strong> work well in radiant builds. Using Charisma is a frustrating drawback, though, and probably not enough Con-based powers to make this very effective.</p><p></p><p><span style="color: Purple"><strong>Warlord</strong></span>: Easy to MC into, and provides some decent benefits in that regard. <strong>Enabling Shot</strong> can be interesting in crit-fishing builds. The <span style="color: MediumBlue"><strong>hybrid combination</strong></span> suffers from the whole melee weapon-user vs. implement user thing, and trying just to do Lazylord powers just doesn’t seem that great compared to other Lazylord hybrids.</p><p> </p><p><span style="color: DarkTurquoise"><strong>Wizard</strong></span>: Another fantastic combination. Mommy_was_an_Orc demonstrated the power of the invoker|wizard hybrid in his Illusion of Hope build (imposition + seal of the heretic and focusing on massive save penalties). Wizard smooths out a lot of the weak levels of the invoker. Wizard is also one of the best choices for multiclass, since it allows access to <strong>Orb of Nimble Thoughts</strong> in the off-hand and also gives an extra encounter power.</p></blockquote><p></p>
[QUOTE="Veep, post: 6708057, member: 6793297"] [CENTER][Size=5][b]Multiclass and Hybrid Options[/b][/size] [/CENTER] Because Channel Divinity isn’t really an essential feature, and because of the relative weakness of some of the encounter power levels, invokers make pretty solid hybrids. The best choices for invokers are [b]leaders[/b] and [b]other controllers[/b]. Below I’ll discuss each class in terms of both its multiclass and hybrid options. [COLOR=Crimson][b]Ardent[/b][/COLOR]: Charisma-based classes are not a good choice, and especially not melee-based ones. [COLOR=MediumBlue][b]Artificer[/b][/COLOR]: Not a bad choice to pick up Arcana and some healing. The stats work, and you gain access to weapons as implements. The powers have kind of a different focus, though, making a hybrid build look a little disjointed. [COLOR=Purple][b]Assassin[/b][/COLOR]: Useless as a hybrid, but some of the Fear-based feats might make this useful to some as an MC. [COLOR=Black][b]Avenger[/b][/COLOR]: There is a bit of synergy here with radiant, but overall the two classes still don’t really complement each other. You might pick this up for as a way to MC for Perception and get holy symbol implements, though. [COLOR=Crimson][b]Barbarian[/b][/COLOR]: Melee class, doesn’t really mesh at all. [COLOR=Purple][b]Bard[/b][/COLOR]: This could be an interesting combination if the stats weren’t in conflict (Wis and Cha). As is, there might be some feats you would consider taking as an MC. The hybrid combination doesn’t seem to work (though you could try to do a sliding thunder-bardvoker with a [b]Wand of Thunderous Anguish[/b] or something, taking all implement powers). [COLOR=Crimson][b]Battlemind[/b][/COLOR]: Psionic classes don’t really hybrid well with other psionic classes, plus this is a melee defender + controller combination. [COLOR=DarkTurquoise][b]Cleric[/b][/COLOR]: Invoker and cleric were made for each other (and [b]Morninglord[/b]. They hybrid extremely well without losing any armor proficiency. [b]Gambler’s Word[/b], [b]Radiant Advantage[/b], and [b]Supreme Healer[/b] are the key feats for this hybrid combination, and really all you need from the cleric feat list. For powers, [b]Hymn of Resurgence[/b], [b]Mantle of Glory[/b], and [b]Healer’s Torch[/b] all fit perfectly into a radiant Morninglord build, and you can take many encounter-long healing-type dailies that enable you to fulfill the healing role while still dishing out lots of radiant damage. [COLOR=DarkTurquoise][b]Druid[/b][/COLOR]: This is now a fantastic combination with the buffs druid got in HotFW. A shardmind invoker|druid/gatekeeper can work wonders (Mark of Storm + Resounding Thunder + Call Lightning + Chosen Threshold = huge). The build contains an enormous amount of summons and persistent zones, from [b]Giant Toad[/b] at level 1 all the way to [b]Writhing Henge[/b] at 25. Druid isn’t as useful for multiclass as it is for hybrid, though. [COLOR=Purple][b]Fighter[/b][/COLOR]: Controller plus defender just isn’t a good combination. Fighter does have some multiclass applications, though. You might want [b]Hindering Shield[/b] to be able to attach slows to sliding powers. [COLOR=DarkTurquoise][b]Amazing[/b][/COLOR] if you're making a Dizzying Mace build. [COLOR=Crimson][b]Monk[/b][/COLOR]: Nothing useful here that I can find. [COLOR=Crimson][b]Paladin[/b][/COLOR]: Not the worst way to pick up holy symbol implements (call of virtue is useful), but, again, it’s a melee class, and a defender, so you have issues trying this as a hybrid. [COLOR=Black][b]Psion[/b][/COLOR]: Useful as a multiclass to pick up [b]Orb of Nimble Thoughts[/b] and gain access to psionic feats. As a hybrid, it is hard to see how this could possibly be better than wizard, though, due to the psionic/non-psionic problems. [COLOR=Purple][b]Ranger[/b][/COLOR]: A little better than some of the other melee combinations, since you can do Staff Fighting. Still not great, though. If your DM allows Divine Bolts to be used with hunter tricks, this combination can be [COLOR=DarkTurquoise][b]fantastic[/b][/COLOR], but not all DMs will let you use Divine Bolts that way. [COLOR=Crimson][b]Rogue[/b][/COLOR]: Another pointless combination, and no real multiclass benefits. [COLOR=Crimson][b]Runepriest[/b][/COLOR]: No real feats you’d want, and stats and melee/implement don’t match up. [COLOR=Black][b]Seeker[/b][/COLOR]: The difficulty with this combination is getting the weapon to be usable as an implement. If you can do that (via artificer/Crossbow Caster or something), this isn’t a horrible combination. Multiclass, this doesn’t bring much to the table. [COLOR=MediumBlue][b]Shaman[/b][/COLOR]: Invokers mesh very well with shamans, especially with all the control powers shamans have gotten in Dark Sun. The downside is weak armor (you don’t even have Hide), but the spirit companion and numerous close burst spirit control powers make up for this. Shaman also makes a decent multiclass, as you can get [b]Mending Spirit[/b] for a free heal (best used out of combat) and pick up Nature. [COLOR=Purple][b]Sorcerer[/b][/COLOR]: Hard to find anything worthwhile here, and the stats don’t match up. Decent MC to pick up daggers as implements. [COLOR=Purple][b]Swordmage[/b][/COLOR]: At least the weapon can be used as an implement here, but it’s hard to see how this combination can provide any sort of synergy. [COLOR=Crimson][b]Warden[/b][/COLOR]: Another worthless defender+controller combination. Hard to find any useful feats on the warden side, and weapon/implement thing too much of a pain. [COLOR=Black][b]Warlock[/b][/COLOR]: This combination provides some interesting options. Feats like [b]Starfire Womb[/b] work well in radiant builds. Using Charisma is a frustrating drawback, though, and probably not enough Con-based powers to make this very effective. [COLOR=Purple][b]Warlord[/b][/COLOR]: Easy to MC into, and provides some decent benefits in that regard. [b]Enabling Shot[/b] can be interesting in crit-fishing builds. The [COLOR=MediumBlue][b]hybrid combination[/b][/COLOR] suffers from the whole melee weapon-user vs. implement user thing, and trying just to do Lazylord powers just doesn’t seem that great compared to other Lazylord hybrids. [COLOR=DarkTurquoise][b]Wizard[/b][/COLOR]: Another fantastic combination. Mommy_was_an_Orc demonstrated the power of the invoker|wizard hybrid in his Illusion of Hope build (imposition + seal of the heretic and focusing on massive save penalties). Wizard smooths out a lot of the weak levels of the invoker. Wizard is also one of the best choices for multiclass, since it allows access to [b]Orb of Nimble Thoughts[/b] in the off-hand and also gives an extra encounter power. [/QUOTE]
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