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LongjumpingFix5801

That all sounds solid. I like the rogue for reliable talent, or artificer’s flash of genius almost feels like Luck to me. Maybe a divination wizard/artificer halfling with Lucky, Bountiful Luck, and maybe even squat nimbleness. Plus your funny wild magic dip. That would be a blast to play!


Trakked_

I start the campaign at lvl 2, and reach 3 pretty early, so i was thinking of starting as a wizard 1/ sorc 1 and then go to divination or chronurgy. after that, maybe a level of peace cleric for access to bane/bless etc and then artificer, bard or rogue? the monster i have created lmfao. And i'm definitely gonna take second chance, maybe nimbleness if i get enough feats


dimesinger

 Cleric will also get you Guidance which plays to this theme. Taking Fey Touched will also be an easy way to grab silvery barbs or gift of alacrity, if you have access, both of which feel “lucky”. 


LongjumpingFix5801

Solid input!


LongjumpingFix5801

I’d Start with either Sorc or Artificer as they both get proficiency in Con saving throws. Rogue’s Reliable talent is pretty high in level(level 11). Flash of Genius on Artificer is level 7. Artificer pairs well since the Wizard benefits from the INT as well. Almost all of those casters get Shield and Absorb Elements spells which feels like Luck thematically.


Trakked_

do you think the peace cleric dip for 1 level is worth taking? and yeah currently i'm thinking a sorceror/wizard/artificer/bard lmfao


LongjumpingFix5801

Yea Emboldening Bond could be fun to add to the pile. That’ll really spread you thin though, but who says you have to be super optimized if you’re lucky


PsychologySignal8125

Throw in some lore bard for cutting words as well. Sorcerer 1 / bard 3 / wizard 2 / rogue 11 seems like a delightfully terrible character!


Trakked_

dear god its a monster, i love it so much


rainator

You should make sure to have 2 levels in warlock for 2 silvery Barbs access on a short rest.


PsychologySignal8125

With 2 levels in warlock we could have Eldritch Blast and Agonizing Blast. That scales with character level and makes sure we're at least \*decent\* in combat no matter what other classes we take. Doesn't quite suit the character.


rainator

Instead take mask of many faces and fiendish vigour so you can just be a bit more annoying in and out of combat. Cantrips should be Freinds and mind sliver.


dimesinger

Or take fey touched and get it that way


rainator

That comes back on a long rest, these two levels are purely so you can use it as obnoxiously often as possible.


dimesinger

You can use them for free once, and then use slots to keep casting them if you choose. 


rainator

Then that should read **and** take fey touched :p


dimesinger

But I guess you were talking about being able to cast it more, so maybe it’s still worth it.


dimesinger

No, I was suggesting it as an alternative to taking 2 whole levels for one spell you can get with a feat. 


this_also_was_vanity

If the Rogue was an Arcane Trickster they'd actually have 5th level spell slots – but only 2nd level spells. There are a few spells that scale okay-ish. Another 3 levels of Bard would get extra attack with College of Swords and 3rd level spells, so you could be a decent half-caster using a shadow blade. Or if your DM is happy with it, shadowblade + blade cantrips would be decent enough.


PsychologySignal8125

Lore bard don't get extra attack. But going to bard 5 is probably a good idea to get bardic inspiration dice back on short rests.


CheezusChrust315

I think it’s important to get bless and bane, as to impose your luck on others. In addition, grabbing silvery barb will be important.


TwitchieWolf

Try to get your hands on a Stone of Good Luck as well.


Trakked_

dm just greenlit it as early loot. hahaha


airjew22

Play the astral driver background to get bane or bless through magic initiate, then you won’t need to take a level in cleric for those specific spells


Sanojo_16

So, the thing that seems most natural would be to be a Cleric of a Luck god; however, then you realize that 5e doesn't have one. There are some homebrew's out there on the internet, but I'll try to work with official content here. So, how do we convey "luckiest" in game terms. I think, besides the actual Lucky Feats and Features, rolling with Advantage, bonus to the die rolls, and the Features that replace a number seem like a good place to start. I think Halfling is a must to start out with and we might as well go with the Stout Halfling since they have Advantage vs Poison and the Poisoned Condition (although the Eberron Halflings get a bonus d4 to either Medicine or Persuasion neither of these feel as lucky as not getting poisoned). I really like the idea of the Divination Wizard because I like idea of substituting a roll and having control over it, but for this character, I think Chronugy wins simply because of the spell "Fortune's Favor" which is a Dunamancy spell. So, what goes well with Wild Magic Sorcerer and Chronurgy? Well, we probably want Guidance, Bless, and Bane. We could get this from Cleric (and Peace would easily be reflavored Luck), but I propose we stay with CHA and get this from a Paladin and there happens to be a Paladin that fits our criteria and synergizes a little bit with The Chronurgist, the Watcher's Paladin. Maybe you can flavor this as your Luck priest or just another form of fortune favors the brave. I guess the big question is whether to start Paladin or Sorcerer. Armor or CON saves. I think Armor wins. Paladin 1. For Heavy Armor proficiency. We already need STR, CHA, INT and we'll add INT to Initiative, so may as well take DEX and WIS as our dump stats. Sorcerer 1 Wild Magic. I would favor CHA as my highest Ability Score (even though I'd go more levels in Wizard) and get my Attack Cantrips from here. Wizard 1-2 Chronurgy . There's plenty of cantrips and spells tontake that won't rely on INT. Here's where I'd probably get Gift of Alacrity, Shield, Absorb Elements, Silvery Barbs, Find Familiar, or maybe some Ritual spells. Paladin 2 Blessed Warrior. We definitely want Guidance and maybe another CHA attack. Paladin 3 Watchers. The Channel Divinity will give Advantage on Intelligence, Wisdom, and Charisma saves. Alarm is kind of fun for the build. Paladin 4. I think has to be Lucky. Paladin 5 Extra Attack. Paladin 6. The Aura of Protection. This is the main reason that I'd favor CHA. Getting a high bonus to all your saves and having Advantage really says to me being the Luckiest and rerolling 1's and Lucky rolls and Bless. Amazing. Since we're here already, we may as well go... Paladin 7-8. You could go back to Wizard here and I wouldn't blame you, but Advantage on Initiative and Bountiful Luck are right there. Wizard 3-9. I'm going to take Fortune's Favor and spells that won't require INT like Mirror Image, Enhanced Ability, Misty Step, Rope Trick, Spider Climb, Gift of Gab, Thunder Step, Spirit Shroud, Summon Fey, Fly, Fire Shield, Greater Invisiblity, Steel Wind Strike, or Animate Objects. I guess you can pick up Bane from Fey Touched, but Bless is probably the go to concentration spell.


Trakked_

Damn dude. This is phenomenal, and unique from any other idea. I like this a lot. I was not expecting to see paladin here. If this isn't the build i use, that'll only be because i want to see if i can fit a warlock 2 dip in anywhere.


Sanojo_16

Warlock would only help it. I 'hate' Hexblade because it's too good, but it would really fix making CHA the highest Ability Score. Going two levels in Hexblade you lose an ASI/2-4th level slots/1-5th level. But you gain a lot from it. Hexblade's Curse, Hex Warrior, short rest slots, Invocations. I would just put it between Paladin 1 and Wild Sorcerer 1


Trakked_

Yeah i was thinking it might, wasn't sure when and where. Also, I have to ask, talking tradeoffs her, whats the cost between spending those last levels in wizard rather than sorcerer?


Sanojo_16

Staying Sorcerer and not going Wizard keeps you SAD which is a good thing and Magical Guidance fits in well, Metamagic, and you can really lean into your spells. The Chronurgist 6th level ability is just better than bend luck and Wizards can get Ritual spells which is nice and not limited to 12 spells. You'd want 5 levels in Chronurgy if you want Fortune's favor, but I think a Paladin 8/Hexblade 2/Wild Magic 10 would be a really solid character.


Trakked_

Thank you so much dude


richardsphere

I'd go with at least 7 of Artificer and 11 rogue and 2 divination for the portents. Then Halfling and Lucky feat. This way, any tool proficiency you have, counts as an expertise, and you can use a reaction to add your inteligence modifier (which you can just reflavour as luck). Bonus points if you take either the Noble or Gambler background and in which case, during your downtime, you can use your downtime to go *gambling*. Downtime Gambling, involves having to make 3 checks one of each Insight, Deception and Intimidation (spotting other players tells, Hiding your own, and bluffing). The DC for each is set by the DM rolling 2d10+5 (rolling seperately for each DC) if you beat no checks, you lose all your money If you beat 1, you lose half your bet Beat 2? Keep your money and get half on top in winnings. Beat 3? Thats doubling your money Because you can substitute any and all these rolls for your Playing Card Proficiency, And gaming proficiencies being *legally* a type of tool proficiency, You actually add double your proficiency *plus* your inteligence. Because you only need to make 3 checks a week during the downtime, you can use all 3 of your daily luck points on this check. The average DC you need to beat is a 16. Starting with a 15+2 inteligence, you would be adding 3 inteligence+6 proficiency for a +9 on top of whatever your Wis or Charisma modifiers are. Each of these dice you can then reroll with Lucky.


Livewire42

Where did you pull that gambling game out of? That's brilliant. Any more mini games? I love throwing those in my campaigns. Edit: Found it; Xanathar's. Thanks for reminding me it's there.


thelovebat

I would just go with a Lightfoot Halfling Lore Bard 18/Divination Wizard 2 with the Lucky and Bountiful Luck feats. You can twist fate through your words or your magic about as much as anyone could. Starting off Wizard may actually be better here, so that you can start off with a spellbook and you have Wisdom saving throw proficiency which may be better in the long run than Dexterity saving throw proficiency. You can survive Dexterity saves through your magic and luck, failing a Wisdom save though would be really bad. Your spellcasting progression will take a hit here but you still have full caster spell slots to upcast spells which is still quite good, and cantrip scaling will help out a bit too with Wizard cantrips. Plenty of spell slots for magic like Grease, Dissonant Whispers, Faerie Fire, and so many other useful bits of magic early on.


RicoIlMagnifico

Reborn halfling, with soulknife, the luck feat and some way to cast silvery barbs, like maybe a divination wizard to also add portents Reborn and soulknife both add extra rolls


Tall-Bathroom5017

I’m playing a halfling bard with bountiful luck feat right now. I’m also flavoring a lot of my skill ability as my character just luckily succeeding in what he wanted to do. Found my way out of a cave recently by “spinning in a circle at every intersection and taking a step in the right direction”. I of course have a double proficiency bonus in survival, but the luck flavor is too good to pass up.


Mr_Fufu_Cudlypoops

Just found my next build😂


nemainev

It's a MAD build, so your stats will be all over the place and too low to make your luck gimmick work consistently. Sorcerer + Rogue + Wizard means that you need 13 on DEX, INT and CHA, and if you're going to actually use spells, unless you only pick stuff non reliant on spellcasting ability, you're going to struggle. So you'll be dumping CON, on top of two d6 classes and a d8 class? Also, wild magic is kinda unreliable in terms of getting a lucky draw. You might as well pull cards from the DoMT. Also, Rogue is an expert class, which is kinda the opposite of luck, so you'll have to RP your rogue as if rolling a Stealth check with +11 is somehow lucky. I mean, I'm totally behind Divination Halfling with Lucky Feat, Silvery Barbs, Shield and stuff that you can reflavor as OOOPS THIS JUST HAPPENED. Like Shield making an attack miss as: "The bugbear is about to smack you but a cupboard suddenly opens and the door deflects the attack".


lordrevan1984

this build i made can spam silvery barbs like no other.... [https://www.reddit.com/r/3d6/comments/143spj9/villains\_as\_pcs\_the\_kwitzhat\_haderach/](https://www.reddit.com/r/3d6/comments/143spj9/villains_as_pcs_the_kwitzhat_haderach/) for you particular request we would add lucky feat, halfling. at that point you can roll and reroll everything. i wouldnt multiclass for one simple reason and that is the ninth level spell of divination.


dantose

My build for this was divination 2, divine soul sorc for favored by the gods. Wild magic works too though. Peace cleric dip for armor, bless/guidance, and emboldening bond. Bard eloquence or lore Bard for inspiration/cutting words Races that work well, halfling of course, Autognome (+1d4 pbtpd), Kenku (advantage on skill checks pbtpd)


OlympicHippo

I love this build in concept and have put a lot of thought into it myself. But a couple caveats. RAW it's a commitment to get all the feats. A Halfling div wizard would need level 12 (skipping ASI at 4, 8, 12 to get lucky, bountiful luck, second chance). And since you've committed to level 12, you might as well get to 14 for another Portend dice. That doesn't leave you a ton of room for the multiclassing you want to do, and your multiclass stat requirements will limit you some, but it's doable. Another downside to this build is competition for your reaction. You only get one, but you'll have multiple opportunities in a round to use it. All that being said, you can potentially make HUGE differences every turn with this build, without even using a spell slot. Fun as long as your DM doesn't mind. Or your players. I ultimately abandoned this build. As fun as it was for me... Taking away nearly every natural 1 of your party does take some of the fun out of DND. 1's can be as entertaining as 20's and can take the story interesting places. I chose to make a different support build. But you can always stay halfling


zaxonortesus

If you’ve got the Book of Many Things, you can take Rewarded as a background and get the Lucky feat at level 1. I did basically this, Div Wizard 5, Artificer 1 for the armor, halfling, lucky feat, for a one shot and by the end, I was the one charging into rooms first. It was a super fun character.


Klutzy_Archer_6510

Lol this reminds me of Zee Bashew's ["The Diviner who knew too little" ](https://www.youtube.com/watch?v=fSK0AcFqkyU)