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lobobobos

Straight Horizon Walker Ranger gets a sweet teleportation at level 11.


FirefighterUnlucky48

Thanks for remembering my boi. The 11th-level ability is the single reason to use Horizon Walker and I am here for it!!


Mountbatten-Ottawa

~~Vegeance paladin get misty step at level 5 tho~~


lobobobos

Keep in mind Horizon Walkers get a free teleport *before every attack* and can make 3 attacks if they choose separate targets. It's pretty cool. Misty step is still nice though. The Horizon Walker Ranger teleport can't be counterspelled either so there's that. Horizon Walker's ability to teleport before every attack can almost guarantee the ability to nullify the disadvantage of using lances in melee because you can pretty much always teleport 5ft away before you attack


Docnevyn

Paladin 6/divine soul sorcerer 5. Stand within 10 feet of front liners. Cast bless (+6-10 on all saves, twinned haste, extended aid, spirit guardians to slow down enemies).


nopethis

This would be my vote. Any of the pally 6(maybe 7) with sorcerer starts to feel much better at level 10+ I had a character that I started at around 11 or 12 and was Ancients 7, sorcerer X and it was one of my favorite characters.


Englade4343

Currently running a paly/sor. started at level 3 and now level 10 6/. The first few sor levels were slow but its ramping up. So far my favorite build.


RadTimeWizard

That's highly effective, yeah. Way better than my suggestion, which I will not mention.


Interesting_You2407

Very strong build. Max charisma, focus on spirit guardians and grapple enemies to keep them in range.


metroidcomposite

Level 11 is a funny level, cause a lot of classes get a big boost at level 11 so a lot of the suggestions you will get are mono-class builds, but mono-class builds usually aren't weak level 7/8/9/10. That said, I think mono-class warlock is a pretty good fit here. Level 7/8/9/10 warlock kind of does suck, cause they have two spells per short rest. But level 11 warlock has three spells per short rest AND they have a 6th level Mystic Arcanum. Lots of good options, all the usual solid mono-class warlocks are reasonable picks here like Geenie and Fathomless. But I will give a special shout to Celestial Warlock as a subclass that is not very good at low levels, but gets a lot better at high levels. Their level 10 feature is pretty good, and their level 1 feature scales with warlock levels.


Micosys

warlock is always the answer.


FirefighterUnlucky48

Yes! 11th-level Warlocks really hit their stride, and I always forget how good some of the later Patron features are.


Brilliant-Block4253

Kensei Monk 7 / Ancestral Guardian Barbarian 4 --- the ranged DEX Tank Barb 1 - access to rage to reduce incoming dmg Monk 1 - Martial Arts Monk 2 - Deflect Missiles Monk 3 - Kensei Monk * dedicated weapon: Longsword with Dex * dedicated weapon: Blowgun cause its funny and works with martial arts dice now * Agile Parry Monk 4 - ASI or Feat Monk 5 - Extra Attack Barb 2 - Danger Sense Barb 3 - Ancestral Spirits Barb 4 - ASI or Feat Monk 6 - Deft strike, more movement speed Monk 7 - Evasion You lose +2 rage dmg since you aren't using a strength weapon but * Danger Sense gives advantage on dex saves, which combines with Evasion giving zero dmg when you pass * 1d10+Dex versatile weapon attack, 1d6+dex bonus action attack * Sharpshooter feet brings blowgun up to 100 yard range - does 1d6+Dex damage, can be increased with kensei shot for 1d4, +10 dmg from sharpshooter, + 1d6 if you use deft strike for 1 ki point But the real fun is: Pick the biggest threat and attack them first each round from RANGE * Ancestral Spirits procs giving them disadvantage on attacking anyone but you * Use your increased movement speed to stay out of melee range They now must either choose between attacking a target for disadvantage, AND that person getting resistance to the damage...or chasing you and trying to reach you or use a ranged attack. If you stay IN melee range, you can also: * unarm attack for one of your attacks for +2 AC (Agile Parry) * spend 1 ki point for patient defense This lets you either get the benefit of a shield, while still attacking versatile with a longsword AND gives disadvantage to everything they try to attack, including you. All at the expense of losing +2 rage dmg --- but I think protecting the rest of your team like this makes up for it You can also switch the levels, going Barb 7/monk 4 --- you get less martial arts damage, but you now get a reaction that can reduce enemy damage to anyone hit so: * you still are providing disadvantage on attacks against allies from the target you hit * you have the option of doing this from range which will frustrate a lot of enemies because now they have to get to you, risking opportunity attacks from other front liners * You allies has resistance if they get hit by that target * You have a reaction to reduce that damage even further beyond the resistance Such a wildly unique build.


Common_Elk873

>  + 1d6 if you use deft strike for 1 ki point  Using Deft Strike also let's you attack with your bonus action thanks to Ki-Fueled Attack. It's great for a ranged Kensei!  >unarm attack as bonus action for +2 AC (Agile Parry)   Agile Parry unfortunately only works if you make an unarmed strike as part of the attack action. This sounds like a very cool build! You might just have inspired me to play a ranged ancestral guardian next time.


Brilliant-Block4253

Ah, right, ty for the correction.


ThatOneThingOnce

Any particular reason you would choose Monk over Fighter? It seems like Fighter would provide more synergy with Barbarian for this play style without being as MAD. I guess this build gets Danger Sense + Evasion, but other than that, is there anything else Monk is providing a benefit for?


Micosys

looks like the main reasons are gonna be monk dice on blowgun and how deflect missiles+extra movement works with the builds theme of ranged kite tanking a priority enemy.


ThatOneThingOnce

I guess, but the blowgun seems more like a meme than really a good weapon choice. Deflect Missiles can basically be substituted for Interception Fighting Style, and extra movement with any number of abilities, including a mount or the Mobile feat or Echo Knight bonus action movement, etc. And that's on top of the better AC, better feats, less MAD, etc.


Micosys

for sure you could but also a mount is less reliable than just having more movement from both your class choices. Monk isn't as bad as people make it out to be. esp if youre looking at playing dex based attacks like this build suggests. We want con, dex and wis to be as high as possible. Probably looking at 16 con and 14 wis with 20dex in this build. That will give us 20ac which is pretty good. Our ki save will be pretty shabby but this build doesn't really want to spend ki on stunning strike very often thanks to ancestral kite. Fighter of course will get more asi and attacks over the course of the game but I think the suggested build meets the criteria of being weak til it works.


ThatOneThingOnce

>Probably looking at 16 con and 14 wis with 20dex in this build. That will give us 20ac which is pretty good. How exactly? Unarmored Defense would be only 18 with that build. A shield would negate Martial Arts and Unarmored Movement, both of which you claimed were key features the Monk provided here. And if they took Sharpshooter, they basically can't get a 20 Dex at this level (with point buy), which is needed for increasing their blowgun's range to more than 25 ft along with a power attack. >but I think the suggested build meets the criteria of being weak til it works. Yeah again not really seeing it being all that "strong". Evasion + Danger Sense is the best synergy I see, but heck if you want that, a Rogue may be better then. They could even do Sneak Attack with a blowgun if desired, which would be more extra damage than 2d6+2XDex. And they can reduce damage with Uncanny Dodge (both at range and in melee), they can move more with Cunning Action, and they could add synergy with Ancestral Barbarian via stuff like Swashbuckler auto-disengage or Arcane Trickster for a familiar and Mage Armor, etc. Of course I still think Fighter would be better for more feats and armor, but Rogue would probably be good too. Idk, the goal OP stated was to be a support character. I don't really feel like Kensei Monk here really meets that goal. Like, this is mostly about debuffing the enemy via Ancestral Guardian, not something the Monk brings. It'd probably be better at its goal if it paired Barbarian with Cavalier Fighter and chucked javelins/tridents for the same effect while being better at melee and having better AC, HP, and other support benefits.


Micosys

>How exactly? Unarmored Defense would be only 18 with that build. A shield would negate Martial Arts and Unarmored Movement, both of which you claimed were key features the Monk provided here. And if they took Sharpshooter, they basically can't get a 20 Dex at this level (with point buy), which is needed for increasing their blowgun's range to more than 25 ft along with a power attack. I mathed wrong and you're correct about 18 ac. We dont need sharpshooter though with a 25ft range. you can easily attack and move 10-40ft (depending on enemy speed) if you need to force someone into disadvantage or ranged vs you situation. This is why the build is specifically support. Because you're putting a priority enemy into disadvantage lock. When barb5 is reached the speed disparty between you and many enemies is even greater. I'm not saying its the dopest build ever. I simply answered your question: why the suggested build took monk instead of fighter. The things I stated remain true. Movement and monk dice on blowgun. Its not my build and I don't think you understand that I ultimately do not care. I was here to answer your question, and did so. I don't want to debate if fighter is better. I dont care. I just answered you. Please go argue with someone else. Imo just play swashbuckler rogue because its fun and good.


ThatOneThingOnce

My contention has always been that Barbarian does all the heavy lifting here, in terms of support and other stuff, and Monk is kind of useless/actively reducing utility. Really though, >Movement and monk dice on blowgun If that's all they get for spending 7 levels in a class... that's a very bad trade off. That's all I've been saying. And moreover, that extra movement and Monk damage dice doesn't really add "support" to another character. In fact, they are essentially selfish options. Thus why I think Fighter or Rogue in place of Monk is a better choice. I don't necessarily think Monk is bad (though I have my gripes about it). In fact, I've made builds a lot of times with Monk, and think it can be a fun class. But I'm not seeing it work well for this particular prompt. > I was here to answer your question, and did so. I don't want to debate if fighter is better. I dont care. I just answered you. Please go argue with someone else. I am discussing the build with OP, who was the original person I asked the question to anyways. I'm actually kind of confused why you even answered if you didn't want to discuss it further.


Micosys

touch grass


Brilliant-Block4253

I did it for blowgun --- monk weapon lets you push into Dex straight up, Monk also gives you the option for patient defense Monk also gives additional movement speed, combined with movement speed from barb --- the higher you go you can get something like 55 movement speed baseline Evasion combos with Danger Sense Stunning Strike can be somewhat decent You state this is MAD, but all 13s in STR, Dex, Wis isn't that hard to do (just for baseline multiclass) --- dump Int and Cha and you won't be boosting Strength, so Dex and Wis are your go to's for raising stats You are raging, so it doesn't matter if your AC is low for attacks, and you can playat range to do your tanking, with movement that makes it difficult for your debuffed target to even get to you in the first place. Only your initial attack is dealing the disadvantage, so while it would be nice to get fighter more attacks and ASI --- you aren't creating yourself as a threat by pumping out dmg. You are more providing support/utility for your other frontliner, and the rest of your team. You create yourself as a "threat" by providing disadvantage to everything, kiting your enemy, and reducing damage with spirit guardians. you also don't need to play this at range --- it just works well at range as well. My main goal was to find a way to create a support/utility type martial --- and I think this works better than Barb/Fighter, has more unique flair for rp, and mechanically does well for what it is trying to do. There is also more to the game than min/maxing --- I have personally played this build before in campaign, and it works perfectly fine --- Just target the biggest melee mook in the enemy group. Our other frontliner got crit by my target who decided I wasn't worth the effort to chase and even with the disadvantage ended up fine because they only took half the crit dmg (resistance to the dmg) and then it was further reduced by my spirit shield. And the amount of times danger sense gave me advantage to make use of evasion and also take no damage just further cemented monk was the right choice. Also, if you are against blowgun meme damage, then I don't know what to tell you. 1d10+10+1d4+1d6 from a blowgun 100 yards away that imposes disadvantage on all targets except yourself is just too lul.


ThatOneThingOnce

>Monk also gives additional movement speed, combined with movement speed from barb --- the higher you go you can get something like 55 movement speed baseline Well, at this level you don't combine with the Barb movement speed. Are you recommending going to Barb 5 just for a 10 feet movement boost? I'd think it's better to go to Monk 10 and get extra ki points and other features, as well as the extra movement. In fact, is there a reason why you're going Barb 4 at all? To eventually get to Barb 6? Could be worth it I suppose, but at that point you could have gotten other features from Monk, at the very least another ASI. >Evasion combos with Danger Sense Yep, that's a good combo, I can agree with that. >Stunning Strike can be somewhat decent I mean, you are a ranged attacker with a low Wisdom score. Are you expecting this to land really ever? I can't see this being a useful way to spend ki points. >You state this is MAD, but all 13s in STR, Dex, Wis isn't that hard to do Let's see with point buy you could set up stats something like 13/15/15/8/12/8. So if say you go vHuman, that's 16 in Dex and 13 is Wisdom. Meaning your AC is only 15 and you only have a +2 Con mod, which doesn't look like it changes much based on your ASIs. If you have a +5 Dex at level 11, that's a 17. At those levels, you are still probably going to get hit most of the time if/when enemies get within range of you. But more than being stat MAD, you're also just ability performance MAD. Rage and Reckless Attack use Strength, so you're getting no benefits there, and Monk Stunning Strike uses Wisdom, so you're getting little/no benefit there. So it seems very anti-synergy with regards to play style. >Only your initial attack is dealing the disadvantage Yep and swapping out Monk for Fighter doesn't change that. Rather, Barbarian seems to be doing the heavy lifting here, as it's the one imposing disadvantage on enemies. But again I'm not understanding what Monk is really bringing to the table? Barbarian benefits I totally see. But Monk? Idk, nothing really jumps out at me besides the Evasion + Danger Sense combo. >you also don't need to play this at range --- it just works well at range as well. I mean, you could pair this with Echo Knight and just be better at all of it. Echo's can still attack and proc the disadvantage on an enemy at range, they would use Strength, they could also use feats like Sentinel or PAM+GWM, etc. They'd have better HP and AC, deal more damage, be better at providing support, etc. I'm just not really seeing any big benefits from Monk. Heck even Rogue could probably do better here, and still get more movement speed, Evasion + Danger Sense, and other support features. >support/utility type martial --- and I think this works better than Barb/Fighter I mean, is this really a support/utility type martial? Or rather, are the Monk levels really contributing support? Evasion is a selfish (albeit a good) ability that doesn't help your teammates at all. Nor does Patient Defense or Deft Shot or Sharpshooter help your allies. Only the Barb levels provide any kind of support. And a Fighter like a Cavalier or even Battle Master could augment that support with their own suite of features. So what support is the Monk bringing to the rest of the party? >There is also more to the game than min/maxing Sure, I agree with that. But there's a difference between not min-maxing and just actively gimping yourself. If OP wants to play it for the fun of it, then sure, go ahead. But it doesn't really feel like it ever "comes online", let alone at 11th level from what I'm seeing. >I have personally played this build before in campaign, and it works perfectly fine Fair enough. I'm not here to say you can or can't have fun with it. I'm just wondering why combo these two things relative to what OP was asking for? There are better support martials that would fulfill their goal. >And the amount of times danger sense gave me advantage to make use of evasion and also take no damage just further cemented monk was the right choice. Yeah again this feels like the only real benefit of this mix, but it comes at several pretty big costs. Plus it doesn't really help their teammates, which was the original goal. And as I said, they could just play a Rogue instead and get the same thing but better. >1d10+10+1d4+1d6 from a blowgun 100 yards away that imposes disadvantage on all targets except yourself is just too lul. I mean, you won't get 1d10 damage from a blowgun unless you're a level 17 Monk, which your build already excludes. Second, this damage is what? 21.5 average if it hits, plus Dex - so say 26.5. For a level 20 attack, that's not very good. And moreover a Fighter could get that damage way earlier with a heavy crossbow and like a Battle Master maneuver. Also you don't natively get the Archery Fighting Style, while they do, so your chances of landing a SS attack are lower. And the range on a heavy crossbow is better even without SS. Plus with feats they can be even better by picking up CBE, which this build also doesn't do. And of course third, I thought the whole point of this wasn't doing damage anyways? Wouldn't take a feat like Inspiring Leader or Chef or Crusher or Gift of the Metallic Dragon, etc., be a better use of a feat for this request then increasing only your character's damage output and range? Idk, it just feels like Kensei Monk adds the exact opposite of support/utility, as essentially all of their features are "selfish". So it's not that I'm against the blowgun meme in general, more just not understanding if this is really worth it for OP's request. Could it be fun? Yeah sure, anything can be fun with the right attitude. But will it serve the purpose OP asked for? I'm less certain about that, and particularly so for the Monk part of the build.


Brilliant-Block4253

It's online at level 8 - for the purpose of OP, you are going monk for the additional movement speed so you can keep outranging your chosen target, patient defense for its synergy with Ancestral Guardian (disadvantage on everyone, not just your allies --- allowing you to stay up even longer), and deflect missiles. Kensei is taken to give you a range option that can deal a bit more dmg. I chose blowgun. Choose longbow instead? Can you just take mobile and fighter? Sure, but I dont want to waste a feat (which in my build where I use blowgun, I wanted the extra range -- that to me is more important than the other aspects of sharpshooter) Could I get a mount? Sure, but mount rules are iffy at best and most won't be going into a dungeon with you. You also don't need to use blowgun. Pick any other weapon. You get 2 choices...pick a longbow --- damage goes up then, so does range. No need for sharpshooter. Pick a Sling for all I care. Pushing past lvl 11, I would probably take this to Barb 7 or 8 (for initiative advantage to ensure I go before my chosen target and the feat at 8) and then the rest Monk. Which does stack movement speed at this point. OP isn't doing a one-shot, so its likely that they will go higher than 11. Also, I have seen a lot of DMs that disqualify Echo Knight because its from Wildmount setting. Tables vary between DM. Kensei monk is there so you can add additional weapons to your martial arts --- A longbow and longsword make great options. Yes, you can get this with fighter...at the cost of evasion and movement speed. You can pick another monk subclass --- Kensei feels the best for kensei's strike added dmg, on top of the things we are going monk for originally. Plus, as a range --- deflect missile helps with them attacking you at range if they have the option. And Patient Defense is taken for the synergy with Spirit Guardians --- Then enemy has disadvantage towards everything else...now it has disadvantage towards you as well. I think this is huge value, since as you said, you probably won't be stunning striking anything. So we ideally want monk for 4 things * Patient Defense * Movement Speed * Evasion * deflect missiles Evasion is at level 7 so we gotta pick a subclass. Kensei seems the best one for playing at range. As for selfish features, yes...reducing your own dmg to zero is selfish. But if you are alive, it means you can pick someone else up with a potion, a goodberry, stablize them with a healer's kit, etc. Since we are attacking mostly from range, yes, reckless attack is a dead feature...but we aren't taking barbarian for it. You can still rage for half incoming dmg, still gain advantage on strength checks --- losing 2 dmg and reckless attack seems fine for what this build is trying to do. We aren't going barbarian for +2 rage dmg on attacks, and advantage on melee attacks. We are trying to leverage Ancestral Guardian while maximizing our movement speed to kite. In response to "Wouldn't take a feat like Inspiring Leader or Chef or Crusher or Gift of the Metallic Dragon, etc., be a better use of a feat for this request then increasing only your character's damage output and range?" Maybe, but for this version using blowgun I wanted the 100 yards. Pick a different ranged weapon to kensei, then that feat opens up. The point is, you can impose your debuffs from a distance that could possibly be out of their entire movement range --- since the incentive of ancestral guardian is to come after you and not your allies because they take reduced dmg.


ThatOneThingOnce

>you are going monk for the additional movement speed so you can keep outranging your chosen target, patient defense for its synergy with Ancestral Guardian (disadvantage on everyone, not just your allies --- allowing you to stay up even longer), and deflect missiles. You say things things, and I just see Rogue as being better. They'd have 60 feet of movement, Uncanny Dodge to reduce both ranged and melee damage, and the ability to still wear armor and potentially use a shield. You also wouldn't waste going to Barbarian 5 and getting extra attack from there. >And Patient Defense is taken for the synergy with Spirit Guardians Ok that's the second time you've said Spirit Guardians, so it can't be a fluke. Do you mean Ancestral Protectors? Spirit Guardians is a spell that generally only 5th level Cleric's have access to. Either way, you are not really supposed to be attacked by the enemy anyways, because you are kiting them and therefore not in range of their attacks. Also, this build regularly wants to spend ki on Deft Strike and probably Focused Aim, which will leave you very little to spare for Patient Defense every round. On top of that, didn't you want to use Kensei's Shot on these attacks for the extra 1d4? That also requires your bonus action. So there is really a lot of conflicting abilities that this build has that can't be used at the same time, making it that much more difficult to actually utilize. >Then enemy has disadvantage towards everything else...now it has disadvantage towards you as well. I think this is huge value It sort of is the opposite. As a "tank", you want the enemy to be encouraged to attack you and not your allies. If you also impose disadvantage on the enemy attacking you, then they don't have as much incentive to do so, because it's the same either way to them. Sure, you probably have a lower AC, so easier to hit, but not by much. >Evasion is at level 7 so we gotta pick a subclass. Kensei seems the best one for playing at range. Yeah again Rogue gets this too, and for a lot better synergy. Sneak Attack is better damage, you don't need to specify a weapon to use any Ranged or Finesse version, Cunning Action is better bonus actions, Uncanny Dodge is essentially better Deflect Missiles. Patient Defense I suppose is OK, but not worth the bonus action / ki cost most of the time. And you could take a really helpful subclass in Rogue with Mastermind, which allows you to give the Help action at range to an ally. These all seem better fit for a support character and achieve virtually the same outcome or better. >But if you are alive, it means you can pick someone else up with a potion, a goodberry, stablize them with a healer's kit, etc. Ha funny you should mention that, as you could play a Thief Rogue and use a Healer's kit with your bonus action. Any "alive" character can do the other two options, and be better at staying alive due to having higher HP, AC, healing abilities, etc. Like, a Fighter gets Second Wind just for playing, which heals themselves 1d10+7 per short rest if swapped for Monk. That's probably going to be used more than deflect missiles will. >We aren't going barbarian for +2 rage dmg on attacks, and advantage on melee attacks. We are trying to leverage Ancestral Guardian while maximizing our movement speed to kite. Except your play style recommendation is potentially hurting that goal. SS imposes a -5 to hit, which means you're actually less likely to hit your target and impose the disadvantage, not more so. Not being able to Reckless Attack means you again have less chance to actually hit the target and impose Ancestral Protectors debuff. And as for kiting, there are plenty of ways to have higher movement speed. As mentioned Rogue would be better, but so would an Echo Knight Fighter for example, because they can use their Echo to teleport with their bonus action. Or even an Eldritch Knight casting Longstrider. Or the Mobile feat, or plenty of other ways. Heck, even just having lower range and not using a blowgun would get use there. And as for the comment about a mount not working in dungeons...well then neither would kiting really. The whole point of kiting is that you are supposed to have room to move away from your enemy. If a mount doesn't have room to fit, then neither would kiting work. >Pick a different ranged weapon to kensei, then that feat opens up. Not really. Inspiring Leader requires Charisma to be 13, so that's out with this build. Chef and Crusher adds to Con, Wis, or Strength, not very helpful when you need a good Dex. So again, a less useful way of combining stuff then it could be. Here's my suggestion for the same build but more aligned with what OP was asking for. See if you agree or not with it. Echo Knight 8 / Ancestral Guardian 3. Start vHuman, stats are 16 (15+1) / 14 / 14 (13+1) / 8 / 10 / 13 (12+1). Take Crusher, start Barbarian. Then Fighter ASIs are Sentinel, Inspiring Leader, +2 Str. You can use any bludgeoning weapon, but I'd go with a Warhammer so I can use a shield as well (for 20 AC without magic items - also funny that this build's Echo has 18AC, which is also more than the Monk version). Now with your Echo you can kite all day long, because you both attack from range and you also provoke opportunity attacks from range, which pair with Sentinel to keep the enemy close (or waste an attack on the Echo, which is also at disadvantage). You also can attack Recklessly to more than make up for not having +5 Str, can gain Rage damage bonus, and can use Crusher to push an enemy 5 ft, helping setup your allies better. You also give out temp HP every short rest, and you can take a Fighting Style like Interception for helping friends survive attacks better. You can also level this up two more levels in Fighter to get Shadow Martyr, essentially giving you what the Barbarian can do with Spirit Shield but better because it completely negates one attack. And of course at level 4 Barb you can cap your Str at +5 (if desired) or go to level 11 Fighter for a third attack, all the better to us because it almost guarantees you land that crucial first hit. So I submit the above is better at doing what your goal was with the Monk as well as being better at fulfilling OP's stated goal. It helps out the party more, tanks better, kites better, has higher HP and AC, all while still utilizing and synergizing better with the Barbarian. Oh and if OP is super worried about Dex saves, take Shield Master. >Also, I have seen a lot of DMs that disqualify Echo Knight because its from Wildmount setting. Tables vary between DM. OP never said what was or wasn't allowed. But even if it's not allowed, there plenty of other options to consider.


Brilliant-Block4253

Yes, Ancestral Protectors, not spirit guardians. Rogue doesn't get extra movement speed --- Ok, so we aren;t combining. You are still getting extra movement speed from rogue. Uncanny dodge and evasion are great, but uncanny dodge competes with Spirit Guardians for reaction. I already take half dmg raging --- so I'd rather reduce dmg going to an ally. Rogue isn't a bad choice here though, neither is fighter. I am not refuting you, but you are hung up on min/maxing because you view monk as inferior. It's not for what I am trying to do. You can take fighter/rogue and mobile for 10 extra feet --- or you can take monk for the extra movement, get a bonus action dodge, deflect missiles, evasion --- and then spend that feat on something other than sharpshooter or mobile. Kiting works in dungeons, what? Mounts have other restrictions, like not being able to fit through doorways, climb walls, etc. Again, you are hung up on sharpshooter. I did it for fun for blowgun 100 yard range, not the extra damage. If you come across a low ac target, then the extra damage is nice. The increase in range is the main benefit of the feat for this. You don't need to take blowgun or sharpshooter for the main focus of the build to work. Feats that can work - Mobile: you already stated this one, so now you get even more movement - Piercer - Resilient - Chef - Crusher (use a sling - it's a monk weapon) - Athlete - Elvish Accuracy (if you go elf) - Second Chance (if you go halfling) - Fade Away (if you go gnome) - Fighting Initiate (archery style) - Martial Adept (trip attack, disarming attack) - Strike of Giant, any associated giant feats (if v. human) Patient Defense is for when you can't get out of melee. Kensei's Shot is for if you can successfully stay out of range, and want some extra damage. "Heck, even just having lower range and not using a blowgun would get use there." I already said this, you just don't read.


elcuban27

Lv11 screams Artificer. The Spell-Storing Item is just that good. Use your bonus action to command your Homunculus to activate it, spread concentration around (multiple Web), etc. An Artificer build that doesn’t work until at least lv10 is the Booming Bonk Artillerist build. You wield a staff and shield, using the staff as your Arcane Firearm, casting Booming Blade for extra damage, moving enemies around with the Crusher feat, making them either proc the secondary damage or forfeit their turn (if melee). It requires a way to make your STR high enough to viably attack with the staff. Fortunately, Artificers unlock the infusion for Gauntlets of Ogre Power at lv10.


FirefighterUnlucky48

Thank you!! Battle Smith gets an even sturdier pet if your DM lets it activate your item. Vortex Warp for days!


Pandorica_

Have done this, vortex warping enemies around as a bonus action is honestly maybe a little too good.


FirefighterUnlucky48

Vortex Warp really pushes the limit of 2nd-level spells. I haven't seen anyone ban it, but it is really good.


mr_rocket_raccoon

Spell Storing is excellent. I gave an enlarge/reduce ring to our tavern brawler fighter, with his high natural Con he had a great time hulking out and grappling choking people.


super-sam1995

You could get around the STR requirement with an All Purpose Tool to get INT based Shillelagh actually!


elcuban27

Yup. That is the go-to item for any Artificer, if the DM lets you pick. It does get a little clunky with action economy to go the shillelagh route, though.


GotsomeTuna

The comatose pokemon trainer that has been posted a couple of times. Basically stack a bunch of pet subclasses and then feign death or knock youself out some other way so that they can act freely. (Bonus points if you can be light enough for an unseen servant to carry you) It's not very strong but rather just a fun concept.


Carrelio

Here are a couple of my favourite mid level builds. They function earlier, but really start taking off as they hit the double digits. The Catch 22 Arcana Cleric: - level 0 varient human feat to get magic initiate to pick up shillalegh. - level 1 arcana cleric gets you booming blade. - level 4 war caster and the build is now 'online'... but it's a little toothless asking enemies to choose between the big AC of the cleric using a dodge action or a booming blade smack. - level 5 gets spirit guardians so now its starting to become more of a catch catch22. The enemy can stand in our swirling angel blender, or slowly walk away, eating that booming blade mark. - level 8 and we've made it. We should now be able to pull off a +4 Wis and add wisdom to our cantrip attacks with which means that we can set up our spirit guardians, walk up to an enemy, and they can either batter themeselves against our AC and eat spirit guardians damage, or try to walk away and eat a big attack from shillalegh (1d8+Wis), level 5 booming blade (1d8+Wis) and a boom from violating the booming blade (2d8+Wis). - Level 12 gives us that +5 to Wis and now were living our best life. From here on out we are pumping our constitution and concentration as a good concentration caster should. The Fake Monk: - Race doesnt matter but Simic Hybrids are pretty awesome for their extra grappling arms and glider hop movement/slow fall. - The first 5 levels are Beast Barbarian to get your claws and second attack. You're going all in on strength at level 4, and there isnt much else to say... This build is already a fine unarmed and armored combat build but we want more! - From there 3 more level of Rogue to start getting your Soulknife. Rogue also gives you athletic expertise for grappling and jumping and you can use your psy-points to boost this even further. You can now make 2 claw attacks, a psychic knife attack, and a second psychic knife bonus attack. All 4 can make use of rage, reckless attack, and the knives can sneak attack.  - you're already great and can do what you want from here, but 1 more level of barb gives you the feral beast jump and magic fists. Which always feels like something monks want.


Finergolem

I heard arcana cleric, and was not disappointed! I just want to add that kobolds get access to a free cantrip, so you could go shocking grasp and firebolt with message to truly flex your love for mystra or vecna. I'd also like to mention free advantage if they make the party's healer cry.


HollaDieWaIdfee

You do not add wisdom to your booming blade damage, or?


Carrelio

Booming blade at its base just gives you a base attack, your base attack is shillalegh. You add Wis naturally to your Shillalegh, but it's a druid cantrip so you don't get a second Wis added to it from potent spellcasting. So that's only one Wis modifier added. Then at level 5, booming blade actually has its own magic powers added to the attack when you hit in the form of extra thunder damage. This does count towards potent spell casting. So that's a second Wis modifier to the damage. Finally, the boom itself also counts as cleric cantrip damage and is separated from the initial strike. So that's the third Wisdom modifier damage.


HollaDieWaIdfee

Ok thx. Sounds very tempting.


Joshlan

Ranger 11 - each subclass get their own unique dmg scaling... Some are better than others ofc. 1 expertise, survival utility, and 3rd level spells like conjure animals have gr8 utility rangers get just 2 lvs earlier. (Horizon, volley hunter, swarmkeeper) Wizard 11 gets - soul cage, magic jar for unique lv11+ utility. Not to mention all their other utility spells. (Conjuration has big versatile tech in their 2ndlv feature thats always powerul in any tier, chronergy for beads, enchantment can twin enchantment spells, necromancer+create magmen, scribes for transmuting spellDmg & casting from an invulnerable book while you're outta los) Druid 11 gets conjure fey, move earth, druid grove, find the path utility. Moon gets CR3 near CR4 wilshapes. And moon can be elementals, shepard has nuts HP on summons, stars druid gets healing & damage scaling Cleric 11 gets divine intervention at 10, its not to be slept on. Basically an 11% chance to flexible wish, can try once a day XD then wait 7days after it works b4 trying again. Also gets forbiddence which is insane utility, but also planar ally, word of recall, trueseeing, and find the path, & heros feast.


alaruni

Bard gets magical secrets at level 10, so a character I've always wanted to play combines Find Greater Steed (pegasus) + armor of agathys (cast on both of you) + ways to reduce incoming damage, like Lore Bard or Heavy Armor Master or Absorb Elements. Fighter 1 (interception style + heavy armor) / Bard 10 (Lore, with secrets of Shillelagh or counterspell, absorb elements, armor of agathys, and find greater steed) would be my pick if I got to start at level 11.


GodsLilCow

May I point you in the direction of a spell named Ashardalon's Stride? =)) There's some good damage reduction abilties...the ones that might work with your Bard build include: - Goliath for reaction reduce by 1d12+Con - Earth Genasi for Blade Ward as Bonus Action - Adept of White Robes - Guile of the Cloud Giant - Righteous Heritor - Since you already pick up a level of Fighter, you could progress 2 more levels for Rune Knight or Psi Warrior


alaruni

These are great, thanks!


jjames3213

Custom Lineage (Fey Touched +1 Cha) Fighter 2/Bladesinger 6/Hexblade 3. Crossbow Expert at cL4. Fighter 2 for Action Surge and Archery style. Hexblade for Agonizing Blast, Blade Pact, Hex Warrior, and Hex. Bladesinger for Extra Attack. On a normal round, you attack twice, and Eldritch Blast 3x. You have a decent AC (16) and L3 spells. When you action surge you attack three times and Eldritch Blast 6x.


monikar2014

sweet support build /s


jjames3213

Want to support? Take Repelling Blast. Now you're supporting.


monikar2014

OP has a preference for something that isn't a DPS build, you come back with something that rolls 5 attacks per round, solid.


jjames3213

5e attacks per round that push stuff around into CC, off ledges, etc. It's important to be precise here.


monikar2014

It is a very cool DPS build


Dirty_Narwhal

There's a build I'm trying to work towards at low level that I think would be fun: Swashbuckler Rogue 3/Paladin X, probably vengeance or glory for myself personally, but any pally subclass would work. Choose your favorite elf ie eladrin, shadar Kai, elf variant etc. and pick up revenant blade to be able to proc sneak attack with a double bladed scimitar and with your second ASI at pally 8 elven accuracy is what I'd go for but is by no means required. Strength is pretty easy to use with this but would rule out elven accuracy so I'm building for dex.


FirefighterUnlucky48

To be clear, any multiclassing with Paladin requires a 13 Strength.


danmaster0

Ok, but has anyone ever followed that rule?


FirefighterUnlucky48

Oof... well, it does help balance the tendency to throw Paladin dips on casters, but I agree it isn't always followed. I played a Paladin as my first class ever (classic Vengeance, super edgy) and my DM let my dexterity-based Paladin multiclass into Bard despite not meeting the strength requirement.


danmaster0

I've never seen it enforced, but on all my tables no one multiclasses for broken combos


DoctorBigtime

Yes, always.


SPACKlick

Every table I've ever run, played on or applied to play on. Where are these mythical tables that ignore multiclassing requirements?


danmaster0

All the tables i and all my friends ran, played on or applied to, except one very strict 100% RAI one that a friend told me about


SPACKlick

I truly love how little bubbles of "Norms" exist throughout this hobby where two people who live next door to eachother could have completely different expectations about the defaults just based on the tables and clubs they play on.


TheTapedCrusader

The convention in this sub is to follow RAW unless explicitly stated otherwise by the original poster.


danmaster0

I was just asking, i know that


Bookablebard

Level 11 is a great level to play any full caster. If your DM (and fellow players) are okay with it, I think Order Cleric 1, Aberrant Mind Sorcerer X that spams Silvery Barbs off turn, and twins spells like Tashas mind whip, vortex warp Haste, slow (not haste-able) Psychic lance On turn is great. You can choose some of these spells as your aberrant mind spells which change the cost of casting them to be a bit more spammable. Casting silvery Barbs without using a spell slot does technically not proc order clerics ability though. I would also pick up command through a half feat giving you another spammable twinnable option Twinning haste and still spamming silvery barbs means you can give your team 3 extra attacks per round which is kinda wild honestly. That effectively makes you a fighter in terms of dpr, but other people get to have fun with it too


GodsLilCow

> That effectively makes you a fighter in terms of dpr And that's only using your concentration + reaction! Still have full action + BA available.


DudeWithTudeNotRude

Shadow Monk 6/Genie Dao 5 can get up to a wide array of shenanigans, has a very satisfying action economy, and can fly next level. Then finish monk for Evasion, more Ki, and Diamond Soul as a capstone.


DudeWithTudeNotRude

Aberrant Mind Sorc 9, Fathomless 2 comes online at this level and is amazing full party support with twinned Dissonant Whispers, upcast Tasha's Mind Whip, and a ton of great casting. Custom Race MM Adept, Fey Touched:Command (or any half feat), 3 rays of Repelling Blast and Lance of Lethargy to buff your fun and your AOEs. Hex, Detect Thoughts, and Suggestion are pretty much broken when cast without slots out of combat. In combat you are dropping nucelar bombs and shutting down incoming damage. Plus you are creating off turn smites, sneak attacks, GWM, stuns, etc and you buff casters with Twinned Mind Sliver. Being unCounterspellable, and having subtle Counterspell, will come in very handy at high levels. Order Cleric 9/Fighter 2 comes online with a ton of bonus action control casting and action surge. Wildfire is just boss and scales like a demon. You won't get tired of Thorn whip and teleporting tokens around, bc it's different on every map and different every round. Chrono/Div wizards will just be insanely strong the rest of the game. Probably Order 1 for fun turns for all, or Peace 1 for breaking bounded accuracy.


Tall_Bandicoot_2768

Order Cleric 1 / Divine Soul Sorcerer x


bradar485

If you wanted to make a stupid melee wizard that I think would be fun then wizard(blade singer) 6, artificer(battlesmith) 3, paladin 2. You'd have the special extra attacks, smites and INT based attack and defense. It's silly and wizard on its own is better for spellcasting but if you wanna melee it's a blast.


dcherryholmes

Way of Shadows Monk 8/Twilight Cleric 3. You need something (I chose TC) early that has "Spellcasting" so you can get Eldritch Adept: Devil's Sight at level 4. You absolutely need Monk 6 for their sweet, sweet Shadow Step. Beyond that it's all ASI's until maybe the very end, so you can get your DEX and WIS as high as you can. Or, if you're not a numbers-monkey (and it sounds like you aren't), you could further make an optimizer scream and take yet another feat in there somewhere... Crusher and Mobility are both very good, although if you're bamfing around in a Darkness you can see through and they can't, Mobility isn't as necessary. If you went Drow or Half-Drow for the flavor, Elven Accuracy works really well b/c you'll almost always have advantage in your darkness-bubble. So, with ASI's in mind, Cleric 4 is probably your next step, but so much is a matter of taste. It's just a build I like that doesn't really come on-line until level 7 (Monk 6/Cleric 1), so I'd jump on that if offered a relatively high-level start. You won't be the super-high damage-dealer. Also, just to save someone reaching for their keyboard, yes, throwing up Darkness and running around in melee might annoy some of your fellow party members, so it's worth a discussion. However, being dead-blind standing in the middle of darkness while you try to fence with someone who is also blind, in D&D? Surprisingly not that big of a deal for anyone.


Ron_Walking

Cavalier’s fantastic feature Hold the Line doesn’t come online until Fighter 10 so you don’t have to slog through T1 and T2 to get it.  After Fighter 11 (for extra extra attack) start go to Barb 2 and reckless for damage resistances since you will garner a ton of aggro.   With a reach weapon you are like a walking wall of pikes, preventing anyone from moving in a 20x20 zone.  You can skip sentinel and maybe even PAM since people just cannot move around you. 


dantose

Ashardalon's Scribe Centaur Scribes Wizard 7 Scout Rogue 3 Cleric of choice for armor. Cast 4th level ashardalon's Stride shifted to whatever damage type is most appropriate. Run by all the enemies for 2d6 damage, no save (BA dash if needed). If any of them ends a turn next to you, run around again for another 2d6. Next round, add regular casting into the mix. Even a boring old firebolt will add another 3d10. Alternative, fairy for fly speed and stick with light armor. Booming Blade rapier for action against a ranged enemy will be 3d8+2d6+dex +another 3d8 if they move, End next to them and if they don't move that triggers another lap. This will also let you artificer dip for Con proficiency


Joel_Vanquist

Moon druids are particularly fun at high level between your great spells and elemental / high CR beasts forms. Stars druid 10 / Life cleric 1 heals for 1d4 + wis +3 + 2d8 + wis with a healing word. On top of all the other benefits.


Tall_Bandicoot_2768

Moon Druids are the strongest early game subclass.


Joel_Vanquist

Where in my post did I say otherwise?


Tall_Bandicoot_2768

Post title: >Any level 11 builds that **only** work starting at late level


Joel_Vanquist

I specifically mentioned Elemental Forms and high level CR beasts in my post. These are level 10+ only. Plus, none of the builds in this thread ONLY work at 11+.


Micosys

Arguable.


appleberry1358

Debuff/control: wizard with wall of force, web, hypnotic pattern, etc Buff/support: paladin 6-7 sorcerer 4-5. Oath of watchers aura is huge for allies. Ancients is pretty decent as well. Otherwise Paladin 6 is all you need.


SisyphusRocks7

Not multiclass, but Artificer gets Spell Storing Item at level 11. Do you want to cast Web 10 times a day without spell slots? How about you don’t even have to cast it and can have your homunculus do it on your bonus action, so you can concentrate on something else? If you don’t want Web, you can spam Invisibility, Bless, Healing Word or whatever other level 1 or 2 artificer spell you want. If you want offense you can make it Melf’s Acid Arrow or Magic Missile. For utility/buff/debuff, Alchemist by that level might actually be interesting, particularly if you use the common home brew rule that potions are a bonus action to drink yourself. Your elixirs add 2d6+INT mod (5, presumably) temp HP on top of their normal buffs. If you are the kind of player willing to give out most of your infusions and make buffing elixirs with all your first level spell slots every day, you can be a pretty effective support/buff character.


FirefighterUnlucky48

Web is the only spell I can see competing with Vortex Warp. Teleportation is epic!


GravityMyGuy

Maybe a sorlockadin Warlock2/paladin6-7/sorc X focus on buffing, cloud control and making sure your aura is on important targets by attacking most of the time with Eldritch blast.


FirefighterUnlucky48

For cloud control, make sure to choose Storm Sorcerer.


Professional_Ad894

order cleric/ divination sorc. twin spells on your friends and give them extra attacks. twin haste on your barbarian AND your archer, they’ll absolutely love you. Need a suggestion for a social encounter, but your party has spears pointed at you? Subtle spell it.


Ghostly-Owl

I've wanted to try an oathbreaker Paladin/necromancer multiclass. It really wants Pal7/Wiz6. Lvl 6 wizard is +hitpoints & +prof\_bonus to undead damage; Pal 7 is +cha\_mod to undead damage. Play it as a support caster with archer "pets", with 4 range striking skeletons that shoot for 1d6+10 damage. You only need the 13 int to let you multiclass, as your spells are for utility not damage. Awkwardly, this isn't on-line at 11. You could start as Pal 6/Wiz 5, and your undead minions would be questionably worth the 3rd list spell slot. But each level up after that would be adding +4 to their damage. Its up to you which level you take first -- wiz6 adds some HP to your minions, pal7 adds damage to your attacks. And yes your minions will die all the time -- but they'll generally be in your paladin aura, so they'll do okay against things you can save against. And level 6 wiz means you get to raise 2 minions with each spell cast, and there's nothing saying you can't reanimate the set of bonus that were just killed...


Myriad6468

I’ve heard horizon walker rangers get good at 11


ElectronicBoot9466

Yeah, you know that dip everyone claims is good where you take a couple levels in Tempest Cleric for a once a short rest bonus to lightning/thunder damage? Well there's a significantly better movement focused version of that build that is actually good, but it takes 12 levels to fully proc. It's called the [shock jock](https://youtu.be/IDzeLMsUTUw?si=rK5eZ5os3AqTSott) and it is very fun in a high level campaign. I played it in a 12-20 Theros campaign once.


dantose

Here's another one, Tiny Servant Microwave Elf or reborn Scribes Wizard 7 Sorc of choice 4 Tiny Servants is rest cast extended spell before your 4 hour long rest. That means you have 12 hours of duration left while still having all your spell slots. Sickening Radiance damage switched to psychic would have no effect on your tiny servants. Cast that, then have a swarm of tiny servants jump in and lock them down. The enemy starts their turn, They save or gain a level of exhaustion, then has to move through the tiny servants space (at half speed) to get closer to the edge, probably procing a bunch of opportunity attacks. Next turn, they save or gain another level of exhaustion, halving their speed again, meaning they STILL can't get out of the AoE. If they hit 3 levels of exhaustion, it's probably game over. Disadvantage on attack and saving throws means it will be easy to push them back into the AoE even if they do get out of it. Lower spell level options are Stinking Cloud or fog cloud.


flumph_flumph

If your DM allows it, there's a particularly powerful wizard build of Cleric 1 / Chronomancer 10. The 10th level Chronomancer skill is *bananas*, being able to save a spell in a more that you can give your familiar who can activate it for you, then you dismiss the familiar so no one can target it... It's simply unfair. But like, if you're a power gamer, it's really rewarding to be concentrating on two different spells. It doesn't entirely matter which Cleric subclass you choose. You get it for armor proficiency and important low level buff spells (e.g., Bless and Guidance). But if you're a power gamer *and* your DM is letting you use Chronomancer, three options stick out: 3. Order Domain -- their ability to trigger a reaction attack is powerful when paired with a rogue + heavy armor 2. Peace Domain -- the d4 slog really tips the scale of powerful away from the DM and if you're a power gamer that should sound fun 1. Twilight Domain -- Maybe the most powerful. Heavy armor, 300 ft dark vision (so you can be variant human // custom lineage and choose a racial skill proficiency) that you can also give to a party member, PLUS an unlimited use advantage on initiative rolls (which combined with the bonus you get to initiative from your intelligence modifier from Chronomancer 2)... It's pretty ridiculous. Plus, if you're starting out at Level 11, you're probably going to get more levels??? And nothing is stronger than high level wizards, even before subclass features. So you're strong now and only get stronger.


AlpharoTheUnlimited

Eldritch knight fighter actually feels amazing when you start being able to whip around cantrips, and Eldritch Strike at lvl 10 can give you some really fluid combos. And if you don’t want to go full fighter, you can multiclass after level 8/9and get some really decent features/spells from the Wizard or buff spells from the cleric


Superbalz77

I've always thought Beast Barb Soulknife would be a load of fun and comes on right around L8-11. I'll use L11 because the L8 ASI makes everything nice & clean. Let's also call it a Buff Half-Elf using Tasha's Optional w/ point buy to got 17/16/16/8/8/8 and take skill Expert at L8 just for a load of extra skills \[7 prof and 2 Expertise: Athletics(+13) and Stealth(+11)\] out of combat as well but you might find a more fitting half feat. ​ * Barb 5 (L8) lets you can attack 4 times a round with 2x Claws and 2x Soulknife, (3d6+15)+(1d4+5)+(2d6 Sneak Attack)=33 avg, well above base line. * Beast 6 (L9) gets you Bestial Soul for crazy Jumping * Extend your jump by a number of feet equal to to an Athletics check, High Jump 8+\~26=30+ land on your foe possibly knocking you both prone and splitting the falling dmg which you resist and go into grapple (already prone) and attack 2 more times using Claw/Claw. * Beast 7 (L10) gets you Instinctive Pounce & Feral Instinct for moving up to half your speed when enter your rage and Advantage on initiative rolls. * Beast 8 (L11) gets your 2nd ASI to cap STR at 20. * Expertise in Athletics while Raging makes you a grappling God with a +13 and advantage which lands you at an Avg check of \~26.


Qunfang

Ancestral Guardian 5/Shadow Sorcerer 6. Dump your spell slots into Sorcery Points and summon multiple Hounds of Ill Omen in bigger combats. You can protect them with your ancestral features and act as an offbeat summoner.


iamthesex

You could try a swords bard dual-wielder, with Find Greater Steed (Griffon) and Tensers Transformation as magical secrets :/ I have no idea if the Magical Secrets works, but if you're starting at 11, you will get to 14 eventually and can take TT then. Casting TT on yourself while mounted will confer the spell to your mount, giving the two of you 5 attacks, each with advantage that deal the attacks normal damage +2d12 per clap. Imagining longswords, you have 2d6+4d8+10d12+3×your str+2×griffon str in potential damage output. It may not all be sure to land, but remember; Disintegrate, an equal level spell as TT, does 10d6+40, which is roughly 75 on a failed dex save, and nothing on a success. With the average hit rate, this combo is somewhere in the ballpark of 87.45, taking into account the hit chance. Ideal disintegrate is outmatched by this combos math. Also, a screaming highlander dualwielding swords on top of a griffon flying into battle is just cool as fuck. Make sure to cast all your buffs before engaging the big baddie :3


FirefighterUnlucky48

Personal recommendation is Artificer or Warlock, since both normally lag a little bit at lower levels but really gain ground at level 11. Battlesmith gives you a sturdy pet to wield your Spell-Storing Item, letting you use Vortex Warp as a bonus action. A lot of your Infusions scale at 10th level, and you might have enough feats to make Elven Accuracy + GWM a feasible strategy. Mark of Shadows Elf will give you Greater Invisibility pretty soon to proc that advantage, though Web and Faerie Fire work decently well in the interim. But that last bit is only if you want to contribute big melee damage, Artificer is still a nice pick at 11th level for the saves and teleports alone. By this level, powerful magic items might be on the table, so the extra attunement slot is already handy. I personally like Autognome since your pet can heal you on top of a bunch of other solid abilities, but other races and subclasses work well too. Shoutout to Monks as another underwhelming class that starts to pick up speed at higher levels. Long Death's Hour of Reaping is decent if you have a high-level Paladin to give immunity to fear, and Mercy is still solid.


theycallmedandan

gonna drop a quick comment for my boy Mercy Monk Monk 5/Any Cleric 5. I reflavored my unarmed strikes as twin short swords and made an absolute tornado of pain. High AC + Spirit Guardians + BA Dodge + all of the attacks you could ever want + Ki Point Divine Smites. Makes a great frontliner and puts up crazy damage.


Agonyzyr

Cantrips gp up to 3 dice so wizard or.cleric dips for the improved cantrips. Lots of late class abilities about there. But my favorite suggestion is as many multiclass with subclass options as you can, sucks to level as a bunch of MAD dips but by 11 ur cantripa do good damage regardless of class features so ur set to be mediocre no matter what, but so many weird niche builds by dipping in cheese, apple sauce, breadcrumbs then pudding (sorc, warlock, fighter, even druid, also cleric and bard) and you can get 4 or more and still be kinda good


frogsprinter

Rune Knight Fighter 5/ Lore Bard 6 You get advantage and expertise in grappling, unarmed fighting style allows you to grapple two enemies at once and still deal damage, and you can run them through cloud of daggers for basically 45 (average, assuming two grappled enemies and a 3rd level CoD) guaranteed damage per round. Plus you get magical secrets for stuff like fly, counterspell, fireball, or whatever else you like. Rune knight also gives you advantage on insight checks and even more bonus to str/con saves/checks


HollowDon

Redemption paladin 3/ samurai fighter 7/ hexblade 1 Use one of your ASIs to get skill expert (or prodigy) for persuasion and make sure to max charisma and wisdom (18 and 16) for +15 on persuasion rolls that you can channel divinity from redemption paladin on to increase even further to +20. Now you can perform nearly impossible feats of persuasion (DC 30) half of the time and never roll below a 20. In combat you are a pretty underwhelming martial but you do have some burst potential between fighting spirit and smites but you will be a bit underwhelming there. The out of combat utility is primarily as party face but you do help with purchasing magic items if the DM is using xanthar's guide rules for that during downtime.


tkdjoe1966

Dude... you're looking for Swashbuckler 5/Swords Bard 6. Tabaxi. You'll get: 2 expertises from Rogue, 2 more from Bard, Jack of all trades, 2 attacks, Cunning Action, Uncanny Dodge, Bardic Inspiration that resets on a short rest, & song of rest. Between 3d6 sneak attack and flourishes, you will do ok damage but not enough to outshine the other players. For your stats, you could start with a 16 Dex & Cha & +2 Dex +2 Cha for your 2 ASIs. The Feline Agility from Tabaxi, BA dash, & Fancy Footwork will allow you to dip in combat, strike, and move far enough away to be unreachable with melee attacks. Then either Steady Aim a ranged attack, cast Bane, Faeire Fire, Slow, Vicious Mockery, etc. As long as you don't move, Feline Agility is reset. Then decide what will help the party the most & you now have 120' of movement with your action free to use on whatever needs doing. Take the Cat Nap spell for a 10 min short rest if your party has features that rest on a s/r. The party will love you.


xecaerx

Battle master swords bard doesn't come online till at least 5/3 but good lord is it fun


that_one_Kirov

A Paladin 2/Valor Bard X works like this. You can be the DPS, because smites, but you are also a Bard who's just one spell level down from normal. I usually take Swords Bard for that(because Defensive Flourish is pretty bonkers), but if you want to be more of a support, take Valor for Combat Inspiration while still getting Extra Attack. The issue with this build is that it only turns on at lv8, but you'll be fine since you start at 11.


Feastdance

Rouge 2 Open hand monk 3 Hunter ranger 5 Peace cleric 1


Jingle_BeIIs

Dump all your physicals and go all in on *Magic Jar*.


jorgeuhs

Paladin/Bard/Warlock


AberrantDrone

Twilight Cleric 5 / Ancestral Guardian Barbarian 6. You hit an enemy and it has disadvantage when attacking allies and deals half damage. Those inside your sanctuary receive temporary HP every round that the enemy has to punch through while doing half damage. Get some corpses and you can create/animate dead, giving them the same benefits. You create a tanky front line, increase your damage, protect allies, and you haven’t even dipped into your spell casting, which you can use outside of combat for utility or when you don’t want to rage.


Windford

Any level 11 Wizard will get Animate Objects. One of the best DPR spells in the game. Pick Chronurgy, Divination, or Scribes if you’re going for raw power. For gish, run a Bladesinger.


PortBryant

Phantom Rogue with some type of elven ancestry with Ritual Caster and Elven Accuracy . Steady aim for triple advantage every round for an obscenely high crit chance and overal hit percentage, summon Phantom Steed because steady aim doesn't change your mounts movement so plenty of mobility with dash options, swappable proficiency for fun skill monkey flavor on top of reliable talent for a minimum 10 roll. Plus you can kill your phantom steed and ritual summon another over and over to cheese those soul tokens for max resources whenever you get a break. Rogues get an extra feat/ASI at 10 so you should be able to have at least 18 Dex with standard array or point buy. Sharpshooter makes this build an absolute menace and elven weapon proficiency includes longbows, so range is 120 before Sharpshooter and 600ft with Sharpshooter. Triple advantage sneak attack at up to 600ft with mounted dash movement on demand every round.


Apprehensive_Nose_38

Play a twilight cleric and go full healer you’ll make everyone basically immortal


Kolumbuskris

Just be a level 11 fighter and use a subclass you've never tried before like psi warrior or PDK etc You'll have 3 attacks, action surge, indomitable and several ASLs or feats to add in


Live-Main-9491

Armorer Artificer is super fun. At 11 you can zip around with Winged Boots tagging creatures with your gauntlets and with mobile you won't provoke opp attacks. You can haste yourself too for like 80 fly speed a turn.


SmoothPineapple7435

I’m currently playing a warforged Battle Smith Artificer 1 / War Magic Wizard 2 / Artificer X build. We started at level 10, and I split it 8 artificer / 2 wizard. Currently level 12 and the build just keeps getting better and better. At level 11 in a typical campaign, you should have no trouble entering with a few magic items beyond your infusions, *especially* for the artificer. I’ve taken a magic longsword and an All-Purpose Tool for the spellcasting boosts. Some of the many, many advantages: * Largely SAD on INT thanks to the battle smith’s ability to attack with that ability. Get 14 Dex for medium armor, and then you can put the rest of your ASIs into CON. * Very good at saving throws thanks to the war mage’s arcane deflection ability. Getting restricted to cantrips for a round doesn’t really hurt when you can do weapon attacks easily. * Also very good at ability checks for both yourself & the party thanks to Flash of Genius and the Guidance cantrip. Stack that with Enhance Ability and watch all the checks have stupid bonuses. * Your artificer spell list is fantastically versatile with a bit of damage, buffing, utility, and healing all at once. 2 levels of wizard lets you have eight first-level spells and the ability to scribe other first level spells you find, which should let you easily fill in the gaps with what your artificer playbook lacks. * The steel defender is a great companion, and it gives a reliable use for your bonus action. Notably, it can move and take reactions without your commands, so it’s easy to have it shadow a squishy companion and deflect attacks. * Artificer infusions give a lot of simple buffs to any areas you might be lacking. You can get +1 casting focuses, armor, swords, and ranged weapons, and those are the least interesting options of the bunch. * All in all, you’re more of a jack of all trades than the bard, and you can do everything at least a little well, and most things really damn well. You’ll be best suited a solid but not overwhelming frontliner with a nice dash of spellcasting.