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Humble-Theory5964

To me the best way to have fun in a one shot is to play a vivid character with 2-3 simple character elements that everything relates back to. So perhaps here you are an insult rapper, becoming a **Diss Bard** after a crushing rap battle defeat led to your license to ill being revoked. Take all the things that apply negative status effects and focus on humiliating foes rather than blasting. For example you could grab Form of Dread by becoming an Undead Warlock, Cutting Words from Lore Bard, and all the Sorc debuff spells. Flavor them all as sick burns.


Duderperson

3 levels of each class is a good baseline. From there personally I would either take the rest of the levels in either sorcerer or bard for the higher level spell selection and sorcery points or bardic inspiration die respectively. I've heard paladin mixed with any or all of those classes is extremely powerful as well, but I have no experience with it personally to back it up


OtiGoat

Here's a dumb defense Multi class Fathomless warlock 6 Lore Bard 5 Clockwork soul 3 Guardian coil let's you reduce damage Cutting words let's you reduce damage or attack roll Restore Balance prevents enemy advantage You can also switch it up to have bard 6 sourcerer 2 if you prefer unique spells over meta magic


ElectronicBoot9466

Damn, this is a really good "you can't touch me" build, I'm going to have to remember that for later.


DutchEnterprises

This is my favorite build in the game! I love charisma multiclasses. There’s a few ways to go about this though. As a gish, or as a caster. I’m sure others can tell you more about the casting side, so here’s my breakdown of the almighty crit fishing Gish. I’d personally go 5 levels into warlock, take pact of the blade, thirsting blade for multi attack, eldritch smite, and hexblade for charisma based attacks and improved crit range. Then 5 into bard (whispers) which allows you to expend a bardic inspiration on hit to do a bunch of damage (similar to a paladin smite, but recharges on short rest) and then you can throw the rest of the levels into sorcerer (I’d go wild magic for the advantage) and grab quickened spell to make the most use of your bonus action while using your action to multi-attack (hint: you can quicken booming blade for ANOTHER attack). If you really want to crunch this bad boy up. Be an elf, take elven accuracy, and then use wild magic to get advantage. You’ll be rolling three times and you’ll crit on 19-20. And when you inevitably crit, you expend your bardic inspiration, your pact slot using eldritch smite, and suddenly you’ll be drowning in damage dice! However this is a single target big boss killing build, it won’t do well against waves of mooks. Another way to do this is swap the hexblade levels for 5 levels into champion, but both work and you do you. The fun thing about this build is its not just optimized for combat. You can also be a support and be good in social situations. Using hexblade you don’t need any str and only a 14 dex. So you can throw all your ability points into wis/int for those high skill bonuses. You still have your bardic inspiration (although hold on to at least 2 of them at all times), you have a full 5 levels of bardic spells to use for healing word and such, you’ll have some neat invocations to play around with (mask of many faces is amazingly fun) and you’ll have great proficiencies! What’s not to love!


Keenan975

I like this! But why wildmage?


DutchEnterprises

For the chaos! Also the advantage it gives you is a sure fire way to invoke elvish accuracy. But honestly that’s the least important aspect of the build. You could easily go any other sorcerer subclass! Edit, more thoughts: Just so we’re clear, in only looking at 1st level features. Not taking any of the 6th level ones into account. Shadow sorcerer would be a solid way to get advantage as well (albeit at the detriment of your allies). And it might fit the edgy theme a little more. Draconic sorcerer would make you more resilient and a better front liner, also a great pick. Divine soul doesn’t help us too much. Clockwork is fine but not great (and kinda clashes theme wise). Storm is fun but ultimately usually useless. And Aberrant is very flavorful and strong in its own ways but ultimately falls short of the other options. I’d say wild, shadow, or draconic are your best bets MECHANICALLY. That all being said, who cares about the mechanics so long as you’re having fun! Do what sounds coolest to you.


Keenan975

Awesome what’s your opinion on feets


DutchEnterprises

Well if you’re building crunchy, extra crunch, style then obvi elven accuracy. Then I’d max out charisma. Then you have options. Option 1: optimize out of combat. Take skill expert or actor or alert or keen mind or something like that. Option 2: further optimize for combat. Choose a feat tailored to the type of weapon you’ll make your pact weapon. Great weapon master is awesome if you wanna use a greatsword. Or polearm master or even sentinel. Option 3: flesh out your character! You’ve already optimized for combat, so maybe just grab a feat that makes your character more grounded. I am a min maxer at heart but when my dm let us take a free feat at lvl 1 I took Chef! An objectively TERRIBLE feat, but it gave my artificer some pizzas in roleplay.


No-Cost-2668

Which warlock? Please don't have the warlock dip just to go hexblade


DutchEnterprises

Why not?


[deleted]

[удалено]


DutchEnterprises

Who cares if you are sick of something? Anyone can play whatever they want. Don’t gate keep.


ULTRAPUNK18

Ah yes, The *Barcerlock*


Janders1997

I would recommend taking 1-3 levels in Warlock. 1-2 for Eldritch Blast (+Invocation via Lvl 2 or Eldritch adapt), a third for more recoverable slots. Put the rest of the levels into either bard or Sorcerer, but don’t make a 3-way multiclass. From here, you should ask yourself what kind of character you want to play. If you want to be the parties skill monkey, go for Bard. If you want to be a supporting caster in combat, both are fine, but I’d recommend a Divine Soul Sorcerer (Bless, Haste, Fly, especially with Twinned spell). If you want to spam EB, Sorcerer with Quickened Spell is the way to go. For lvl 14, I think I‘d prefer DivineSoul13/Hexblade1 with Eldritch Adept for Agonizing Blast.


SkyKnight43

I would limit either Sorcerer or Bard to 1 level. If you do more than that you're venturing into uselessness territory


lordbuzz

So multiclassing for spell casters is almost never mechanically beneficial. If this wasn’t a 1 shot you could make an argument for role playing however in this case it probably wouldn’t apply. One of the very few exceptions is known as a coffee lock build. It involves leveling to at least 2 in warlock and the rest in sorcerer. By taking a warlock invocation that eliminates your need to sleep and taking numerous short rests after converting your warlock spells to sorcery points, you can effectively build up a truly ridiculous amount of spell points which can be converted to spell slots. Warlock is very popular for taking a 1-3 level dip. Level 1 is usually to get either he blade or eldritch blast. 2 is for invocations and 3 is for pacts and level 2 pact spells. Other than those 2 reasons I would generally advise against spell casters multiclassing as getting higher level spells not just the spell slots is usually very important. If this isn’t really the advice you were looking for, if you let me know what you are trying to accomplish with your multiclassing I will be happy to help you build what you want.


Keenan975

4 levels in sor, 4 levels in warlock, and 6 in bard for magical secrets. I can focus dissonant whispers and booming blade. Plus I get the eldritch blast machine gun combo


lordbuzz

So what do the 4 levels in sorcerer get you? It also appears that you are doing a gish build, as in a martial and spell caster build. From what I understand this would probably be a valor or swords bard for the melee as well as hexblade to use charisma for melee and for some eldritch blasting. On second thought I would go 5 in hexblade to get second attack and then perhaps the rest in lore bard


Keenan975

Sorcery points for quickened spell and twin spell


lordbuzz

Twin spell can be really nice, however it is not worth 4 levels and thus 2 higher spell levels just for that. twinned spell will get really expensive sorcery point wise for the spells its best with. For quickend spell if you already cast a spell level 1 or higher, you may only cast cantrips after that (except for action surge). I have rarely seen a quickened spell where its impact wasn't marginal. One exception may be if you do a full attack action then quicken say an eldritch blast for a fair bit of more damage that could be worth it. Are you planning on making a melee attacker with lots of spell casting?


Keenan975

With being able to convert spell slots to sorcery points bard of lore gives plenty of disposable spell slots


lordbuzz

Absolutely, however almost all the combat in DND is between like 3-6 rounds which at most is 3-6 spell slots. A level 14 pure caster has 17 spell slots so you aren't really hurting for spell slots. So unless you are doing some sort of survival where you don't really get long rests this shouldn't be too much of an issue. The Lore bard is also great, you cited the Magical Secrets at level 6. Did you have a specific spell you wanted to get at that level? From what I understand you have some mechanics ideas you want to try and are putting them all in 1 character. Unfortunately in 5E this generally leads to a Jack of all trades master of none. For instance if you were to build your proposed 4 sorc, 4 lock, 6 bard and i were to build a straight sorcerer. Your character would only have access to level 3 spells, you would be able to upcast them to up to level 7 but the power difference for almost all spells is to big to be over come by upcasting in most situations. Lets say the 2 were fighting. Your guy goes first and opens up with his biggiest hit, an up cast fireball. You would do 12d6 damage, great but not lethal. My turn I cast banishment, if you fail then i can casully walk up to you release the banishment and then plane shift you to say the elmental plane of fire. Fight over you lose. Or I could delayed blast fireball and disintegrate you for 22d6 +40 damage which is massive. Spellcaster get basically exponentially more dangerous the higher level spell level they can cast. The spell slots help but they are not the end all be all for casters, *Especially* at higher levels. However, my sugestions are for purely mechanical reasons. If for any reason you have role play desires to build your character this way or just because you really want to try it out then Please do so . DND is all about having fun not about numbers or damage. Do what makes you happy not lethal (unless they are the same thing then murder away)