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brilligtove:
I have a Rogue 4 (Arcane Trickster) / Sorcerer 1 in 5e. The last system I played in was 2e, so the changes are pretty dramatic. Valenti is a fun character to play. He's a half-elven street kid who survived by selling his body, a little petty theft, and grifts. He ran into some hardened criminals while in the middle of a con at the Wizard's School, and ended up in all kinds of crazy situations. He learned to cast some wizard spells almost by accident (in the storyline, anyway) and has built on that when a trickster god called Ha'a'a (homebrew) decided to grant him sorcerous magic.


My favourite game mechanic as a player is the enhanced mage hand Val gets as an Arcane Trickster, combined with Minor Illusion. He also got access to Find Familiar (which works quite differently from 2e). The combination is quite powerful. For example, he was planning to rob a jeweler by having his rat familiar pop into the shop (materialize within 30') while Val was in a pub nearby. Seeing through Rattata's eyes, he would use the enhanced Mage Hand to collect gems into a pouch. Rattata would then proceed out of the shop via a chimney or hole in the wall, bringing the gems with him.


I didn't get to play that one out, unfortunately, having been caught up in the aforementioned chaos brought on by falling in with some nasty fellows.


I'm curious about other fun-to-play concepts and combinations you folks have played or thought about. I looked at Gnomish Urban Ranger built on an Rogue Assassin foundation. A tiny little guy who sees the city as his natural ecosystem to cultivate and protect by killing off - I mean pruning elements of the garden that get out of balance. Now that I say it, I really want to play that combo. I think I'd aim to progress with Rogue 1, Ranger 1, Rogue 2-4, Ranger 2-5, Rogue 5.


Shoot. Now I have to go write up that character. :)

Neko_Ali:
By feats I meant the optional rule in the 5e PHB. Class abilities are just that, abilities. Feats are available for everyone so long as the game is using that optional rule, and it's pretty common to do so. They replace the ability score increases you normally get every 4 levels in a class. Some of them give weaker versions of existing class abilities, such as the ability to cast two cantrips and a single first level spell from a magic list, or a weak version of the Fighter Battlemaster combat tricks. Depending on what you want, like say if you just wanted a familiar from the Find Familiar spell, you don't need to take a level of Wizard, just the Wizard Magic Initiate feat. Or if you wanted more skill, weapon or armor proficiency, there are feats for those. Feats don't entirely replace multiclassing and not all stabilizes can be picked up by feats. But depending on what you want, it may be an alternative.

brilligtove:
I'll keep that in mind. My D&D plans for the afternoon were overtaken by construction work in my garage so I haven't had a chance to work on my ideas for a narrative arc for the new character.

When we started the game I was quite new to 5e rules. I didn't even know what feats were, TBH. I understand them now, but they were not at all a part of my thinking when I rolled Valenti up.

Gyrre:

--- Quote from: Pilchard123 on 21 Aug 2018, 10:28 ---It already does say that. The text I quoted earlier is at Character Advancment > Beyond 1st Level for Roll20, Step-by-step Characters > Beyond 1st Level for D&D Beyond. I don't know which wikia site you mean, but I don't think there's any official one.

--- End quote ---
I meant that they need to state it specifically in the multiclassing section to avoid potential confusion and arguing.

No, the FANDOM wikia isn't official.

EDIT: Additionally, my apologies for any confusion caused by my own lack of specificity.

Pilchard123:
As much as I hate to be the stop-having-fun guy (rule of cool, &c), but on thinking about it, I think that remote robbing would only work if everything you wanted to steal was within 30' of you as well. Familiars can only deliver touch spells, and Mage Hand is not a touch spell. Rattata would still be useful to see where the hand is, but not to extend the range of the spell.

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