Your gonna miss out on two feats doing that split. You should consider 8/4 so you can get all your feats.
Plus it doesn't really matter what you pick, you can always respec to try something else if it didn't work out.
Your gonna miss out on two feats doing that split. You should consider 8/4 so you can get all your feats.
Plus it doesn't really matter what you pick, you can always respec to try something else if it didn't work out.
Only one feat.
4 Cleric + 4 Monk = 2 feats
4 Monk + 8 Monk + 4 Cleric = 3 feats
For a monk, it seems like maybe being able to cast spirit guardians as you run around punching everything might be worth more than a feat...
And it isn't losing two feats at all.
You can't do 4/8/4 without mods. Also that split would give you an extra feat (total of 4, but again, can't do it without mods).
Also OP was asking about 6/6 classes
Edit: Your right, it's only missing one feat, but still not good use IMHO
You absolutely can do 4 Class A, 8 Class A, 4 Class B for any build in the game without mods...
I must be confused what's being discussed then because I thought max level was 12. Did they increase in a patch?
I think they are saying just do 8 of class A then 4 of B but in a weird way.
Not a weird way. I was pointing out the feat breakpoints.
8 levels of class A and 4 levels of class B is 12 levels
The 4 8 4 was pointing out feat breakpoints. 4 of one class, 8 of that same class (in the example, both Monk), 4 of the second class.
It's only an 8/4 build, but it was a discussion of calculating feats.
Hi torn, nice to meet you
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And I'm torn!
So, Ranger is pretty much a 1 lvl dip(HA and FF) or an 11 lvl build. Since Gloomstalker was nerfed there really isn't any reason to go with another lvl split there, especially with Monk as Extra Attack doesn't stack.
Cleric is fine if you have a plan for what you want to do. It's going to depend somewhat on your Monk Subclass though. Light Cleric is pretty amazing as a 1 lvl dip but doesn't really synergize with Monk outside of Warding Flare. Nature can be good if you've invested heavily in Wisdom. War is probably your best bet if you want to use weapons rather than your fists and pairs pretty nicely with Shadow Monk.
That said if you are really leaning into Unarmed Open Hand Monk, you probably won't find a better multi than Spores Druid. You can stack Necrotic Damage pretty high with this combo, even in Act 2.
Since Gloomstalker was nerfed
I'm out of the loop, what was the nerf?
Nerfed from Tabletop. It gets an extra d8 on one attack now rather than getting an extra attack added to their Attack Action on the first round. It's pretty significant and the dip isn't really worth the extra two lvls in a 12 lvl cap.
They also lost the invisibility to creatures relying on darkvision, but considering how lighting is handled in the game it's questionable how useful that would have been outside of Act 2.
Not actually true, I just finished a full playthrough with Astarion as a gloomstalker/assassin and can confirm that you fet a full extra weapon attack on the first round
So, I decided to test this out since it definitely wasn't getting the extra attack at launch. My first build used Gloomstalker and I was fairly disappointed in it.
That said, as of the current patch it's actually a very good pick since instead of just the +1 attack per Attack Action on round one it's getting 3 attacks plus the Dread Ambusher special attack that also wasn't popping up on my first run. This effectively means they get to make 4 attacks on the first round of combat, 7 with Haste.
Gloomstalker Ranger 3 & 5 lvl dips are back on the menu!
Primarily using a quarterstaff right now. I’d like to keep it this way if possible. And what is HA and FF?
Quarterstaves are pretty good, so no reason you can't keep using them. War or Nature will probably be your best bet then.
HA is Heavy Armor and FF is Find Familiar. The combo makes for a pretty potent 1 lvl dip on Stronks that start Monk rather than Fighter or Barbarian.
Is find familiar really that useful?
The Raven Familiar is useful the whole game due to flight and it's ability to Blind enemies. The others are all situational, but still pretty good. The Cat is fantastic for Act 3 in the Lower City.
Good to know, thanks!
Not quite what you asked, but since monk seems to be your main focus point, you should look at this monk/rogue build. Super strong, can kill almost everything in one turn if you base them.
https://gamerant.com/baldurs-gate-3-monk-thief-rogue-multiclass-broken/
Slightly off topic, speaking of clerics, does anyone have a build that makes Shadowheart not suck? At the moment in my party she’s pretty much taking up a party slot to be out Shar facts tour guide.
Builds, spell selection, tactics, anything is welcome.
I think a trap a lot of players fall into in D&D is that in-combat healing is bad. Out of combat, sure, but during combat the better play 99% of the time is to do damage to the enemies, not heal your party.
Start thinking about how you can do damage with Clerics and you'll start to see the possibilities.
I respec'd her into Life Domain, then gave her the War Caster feat to help her concentration. Maxed Wis, put her Con to 16, and dumped STR.
For spells, use Beacon of Hope during combats where the party is going to take a lot of damage. It will maximize the amount they heal from her spells. Channel divinity and the Life domain spell list give you some fantastic options for keeping the rest of the party topped off on HP. She will get most of the healing spells from being Life domain, so you don't have to fret the selection too much. Do pick up Healing Word and Mass Healing Word, though. They can be used to heal at a distance and as a bonus action, which can be useful.
When it comes time to do some hurting, my picks were Spirit Guardians (OP spell), Guiding Bolt, and Inflict Wounds. Banishment also came in clutch to put fights with bosses on hold while I cleaned up the mooks or did some healing.
Life domain gives her proficiency with heavy armor, so... that. And a shield. I can't remember what items I've given her. Be on the lookout for things that either enhance her healing or give her healing a secondary effect, like granting Blade Ward for a turn.
Anyway, that's how I've built her, and it's worked well for me. I've only gone through the game on balanced, though. It's possible this won't work as well on tactician.
Spirit Guardians is a game changer in Act 2
I did war cleric with war caster feat so she doesn't drop concentration. Let spirit guardians rip when you need to beat a fight.
I've posted a full build guide here that pretty much trivializes the game from lvl 5 on.
But any Cleric is going to be powerful as soon as they gain Spirit Guardians. Her build just kinda happens to be bad due to poor stat allocation and Trickery domain being significantly worse than the Tabletop.
Do tknow what you're talking about cleric is the strongest class in DND, even its worst subclasses will do well.
With Shadowheart, just grab spirit guardians, maybe some higher level summons. You can also grab some strong AoE spells if you want.
If you really want to change something for some reason, but want to keep her cleric, I believe tempest or war cleric also give heavy armour and help her be a frontliner.
Life domain, war caster.
Bless staff from tower if you have other casters in your group.
Use Bless to start out every fight. Upcast as soon as you have lvl 2 slots to include all 4 main party members (including yourself will add 1d4 to your saving throws meaning you are less likely to drop the concentration).
Then use sanctuary as well if a tough fight.
Spirit weapon can be cast without losing sanctuary.
At 11, slot Planar Ally and choose Deva. Include it in your Bless to make sure fear smite hits.
Take a number of heal spells, and wear Zevlor's gloves.
Trivializes most fights, and Sanctuary + Life domain is very strong in keeping your party up.
What level are you? Cleric really shines once you get spirit guardians at 5th level, especially in Act 2.
Trying to heal more than the enemies deal in damage is very rough, though there are some good items in this game that make it more viable. But casting heals with your main action is still usually a waste.
If she's missing a lot, make sure to check hit chance before you attack. She's proficient in simple weapons at least so give her decent weapons and check if they have a better hit chance than her spells.
She’s level six now.
Spirit guardian is nice. I haven’t found good weapons for her. She rocks a staff and a hand crossbow because I haven’t found a good light crossbow yet.
My main issue is that Gale, Astarion and Lae’zel are absolute powerhouses of losing the smack down, and she’s just… not.
What other gear do you have on her? There's a lot of stuff that triggers on radiant damage/illumination, especially that nice armor piece in the Underdark. Clerics deal a lot of radiant so you can really stack the radiant orb debuff with the right items, even just in Act 1. There's a particular legendary weapon that is really good to give her, too.
Clerics don't really do anything as flashy as Action Surging for four attacks or casting fireball, but they're pretty tanky for casters, have good support abilities, and spirit guardians is good sustained damage. They really shine in Act 2 especially.
I respecced her to life/warcaster and tweaked the itemization to support a more front line play style. It really helped her use all the range 0/touch abilities. It really made a world of difference.
But then we had a serious disagreement about ethics and I had to kill her and leave her body in another dimension, that kinda put a damper on things.
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