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VerbiageBarrage

I say build around the very rare. For martials, I'd go belt of Fire giant strength, for obvious reasons. (+7+7 to attacks). For casters, I'd say staff of power. Oathbow is also fun for some classes. Wand of polymorph too.


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VerbiageBarrage

The only thing I'll say is it's a no brainer of you tend to fight big bosses but a lot but less appealing in dungeon crawls or in a target rich environment.


LogicDragon

**Very Rare**: Staff of Power. This is a standout: you get a fistful of passive bonuses and some very good spells way above your current level. **Rare**: Ring of Spell Storing. This lets you bypass the concentration limit by having another party member concentrate for you. If they're not willing to help or the DM considers this cheese (I don't think it is, but I've come across the argument), just Bloodwell Vial +2. **Uncommon**: Broom of Flying. Unbelievably good for an Uncommon. Unless you're a flying race like an Aarakocra or Winged Tiefling, you want this. **Common**: Cloak of Billowing. You're a Sorcerer. You should billow.


Gargwadrome

100% agreed. This Guy Magic items. Though id say that it might feel kinda underwhelming for you If YOU get the Ring of spell storing, as its mostly an Item Other Party members will be using, therefore id recommend the bloodwell vial+2, which you might be able to Upgrade down the Line with a DM as generous as yours.


doktordance

Staff of Power is clearly the winner at V-Rare. It's just stupidly strong for its rarity. For rares, I might recommend an amulet of health or belt of giant strength over the ring of spell storing since it can really help shore up a character's stats and allow you to take feats instead of stat ASIs. Uncommon: yeah, broom of flying is a great choice. A tasha's spell casting focus is another excellent choice if you don't take it at rare.


_Bl4ze

>Edit: I am now asking for the best Sorcerer builds because any class was too broad. Well, you definitely want a Bloodwell Vial. There's a +1, +2 and +3 version, so it can be any one of the items except for Common. They don't stack if you get multiple, as funny as that would be. As for other recommendations, Staff of Power (Very rare), Ring of Spell Storing (Rare), Pearl of Power (uncommon) are all good items for a sorcerer. Common items have very little mechanical impact, so you may as well pick whichever one you think is fun. Or if you absolutely must have the "best" one, I'd have to say... Pot of Awakening, maybe? An awakened shrub isn't very strong, but in a pinch it's at least an extra action to shove a health potion down someone's mouth.


Groudon466

EDIT: Typed this up before you edited the prompt. Oh well, here's something: **Common:** Clockwork Amulet **Uncommon:** Adamantine Plate Armor **Rare:** Cloak of Displacement **Very Rare:** +3 Shield --- **Class:** Twilight Cleric 1/War Magic Wizard X **Race:** Mountain Dwarf (Tasha's ASI-swapped, +2 Int/+2 Wis) **Build:** [As depicted here](https://cdn.discordapp.com/attachments/288384905195552769/897304854815473714/unknown.png) --- **Magic items to go for down the line:** * Cloak of Protection (if your DM allows you to stack two cloaks) * Ring of Protection * +1/2/3 armor upgrades --- **Rationale/Strategy:** As a dwarven Twilight Cleric, you can wear heavy armor without needing to meet the Str requirement. This allows you to put a lot into other stats without worrying about losing out on AC. With your starting gear, you will be rocking 23 AC. Casting Shield of Faith pushes this up to 25. With Arcane Deflection from War Magic Wizard, you can push this up to 27 against one attack/turn for free; or you can cast Shield to boost it to 30 for the rest of the turn. You also apply disadvantage to any attacks against you, for as long as you haven't been hit in a turn. This is the case at level 3. There are a lot of other benefits from this synergy- Twilight Cleric already has a *lot* for a level 1 dip, and then the initiative bonuses from that and from War Magic stack. You get access to bonus action healing from Healing Word, extra AC from Shield of Faith, and one other floating Cleric spell (consider Bless, Sanctuary, or Inflict Wounds for a typical day). Your saving throws are plain better than Wizard's (Charisma > Intelligence for most cases), and Bless + Arcane Deflection is surprisingly reliable for emergencies. Sanctuary can be good for escort missions/protecting another party member, and an upcast Inflict Wounds is a devastating combo with the guarantee of a Clockwork Amulet (assuming a 10 would hit). At level 11, War Magic's level 10 feature kicks in and gives you another +2 to AC and saves while Shield of Faith or another concentration spell is up. If you can get any of the additional magic items listed, that'll help a ton. If you're worried about maintaining concentration against damage, consider swapping the +1 Dex/+1 Int at level 5 for +1 Con/+1 Int, and then take Resilient (Con) at level 9 instead. TL;DR You're nigh-immune to attacks, period. Saving throws are the only way anything touches you, and you're good against those too. Under ideal conditions (read: you collect the rest of the magic items listed), your AC with Shield by level 11 can jump as high as 37. (99.63% of monsters in the game need double Nat 20s to hit you through a 37).


Groudon466

Consider going to r/3d6 for stuff like this in the future, by the way. That's the subreddit for build advice and related stuff. At any rate, here's a Sorcerer build specifically, unlike my last comment: **Common:** Clockwork Amulet **Uncommon:** Adamantine Plate Armor **Rare:** Cloak of Displacement **Very Rare:** +3 Shield --- **Class:** Life Cleric 1/Divine Soul Sorcerer X **Race:** Mountain Dwarf (Tasha's ASI-swapped, +2 Cha/+2 Wis) **Build:** [As depicted here](https://cdn.discordapp.com/attachments/288384905195552769/897314020107911218/unknown.png) --- **Magic items to go for down the line:** * Cloak of Protection (if your DM allows you to stack two cloaks) * Bloodwell Vial * +1/2/3 armor upgrades --- **Rationale/Strategy:** As a dwarven Life Cleric, you can wear heavy armor without needing to meet the Str requirement. This allows you to put a lot into other stats without worrying about losing out on AC. With your starting gear, you will be rocking 23 AC. Casting Shield of Faith pushes this up to 25 at level 3. AC's not the main draw of this build, though. The items are here for general defensive purposes, which is important, as it is *vital* that you be alive after each fight. You'll find out why soon enough, because as a Divine Soul Sorcerer, you have access to the Cleric spell list... including Aura of Vitality. The main draw of this build is Aura of Vitality (added to the Cleric list in TCE, was originally a Paladin spell). Aura of Vitality allows you to heal someone by 2d6 hit points (avg 7) once a round for a minute (10 heals total). That's 70 healing on average, from a 3rd level spell. Not bad. We can do so much better, though. * **Disciple of Life (1st level Life Cleric feature):** Allows you to add 2+spell level healing to each use of a healing spell. This boosts the hit points per heal to 12, meaning the spell heals 120 hit points on average. Wowza. * **Empowered Healing (6th level Divine Soul Sorcerer feature):** Allows you to reroll one die whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, for the cost of a sorcery point. This can technically help in niche situations, but it's not cost efficient; rerolling a d6 only increases the average result by 1. Wanna know what *is* cost efficient, though? * **Extended Spell (Metamagic):** Allows you to double the duration of a spell for a single sorcery point. Go back and read that last one again. *You can double the duration of Aura of Vitality.* For a single 3rd level spell slot and a single sorcery point, you can now distribute **240 hit points** across your party over the course of two minutes. For every level you upcast it by, Disciple of Life will make it heal an additional 20 points total (on average). If you want to go straight Sorcerer without the Cleric dip, this is still somewhat usable; you'll only heal 140 per Extended casting, with no benefit to upcasting. Either way, you've still completely nullified the concept of resting for health. You can make this even better by upcasting an Extended Aid right before going to sleep. Aid normally has a duration of 8 hours, but with Extended bringing it to 16, it can actually outlast your long rest by another 8 hours, making it essentially free for that day. Combined with the Tough feat, your AC, and the 18th level Divine Soul ability, you really should never ever be going down, nevermind anyone in your party.


Gargwadrome

Another Thing that can be Changed for this build: Order cleric instead of Life cleric gives you a Bit more of an offensive Spin, inproving the Action Economy for your Martial Allied with voice of authority and If you wanna Go the whole Mile even Things Like twinned haste, which will make you All your Martial allies best friend IF you can keep concentration, which you should Most of the time with your con save proficiency from sorc and warcaster, which you should 100% Pick Up. Also: If your Rolls are as Superhuman as you State, you might Just be able to Hit the STR treshhold for Plate anyway and be able to Pick a Race that isnt dwarf If you please. Powerful examples include but are Not Limited to: Vedalken/Yuan-Ti/Gnomes for theur respective spell resistances, warforged for the Higher AC and custom lineage/vuman for a free feat.


Crazyjohnb22

4d6 reroll 1s and 2s by the way


k_moustakas

Illusionist bracers, rod of the pact keeper, boots of flying, moonsword


fendermallot

Class/race would help


Crazyjohnb22

Any race, Any class. I am planning for my backup character incase my Shepard Druid dies.


fendermallot

Well, there are too many class or build specific items to list everything. Good luck


Souperplex

The options are incredibly diverse because they vary dramatically based on class. Give us a class to work with first. What do you mean "Super Hero Rolls"?


fendermallot

His answer is "any class". Good luck listing all possibilities. 🙄


Crazyjohnb22

Okay. That's my bad. I will narrow it down to Sorcerer as that's what I previously wanted to play.


Derpogama

In that case Bloodwell Vial +3 as your Very Rare (gives +3 to spell attack and +3 to your spell save DC and recovers 5 sorcery points whenever you spend hit die) is honestly a no brainer. Far Realm Shard for your Rare. Uncommon is Winged Boots.


LogicDragon

It would be worth just getting the Rare +2 vial and nabbing a *staff of power*. Getting *wall of force* 3/day at 5th level is very very good.


Souperplex

Do you have Tasha's?


Comprehensive-Key373

A sample pack of Potions of Healing. Useful for everyone, hits all the rarities. Could lead to explosions if Miscibility is on the table. Explosions are pretty interesting.


Crazyjohnb22

Lol I don't know why you are getting down voted this is pretty hilarious


Skull-Bearer

I'd get the book that boosts your main stats


benry007

Illusionists bracers with a warlock dip for unlimited double eldritch blasts is pretty strong.