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5 Ridiculous Characters You Can Make In D&D 5e

3/7/2019

4 Comments

 
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​Anybody who knows me knows that I love playing RPGs for the game aspect. Before you go rolling your eyes and muttering under your breath about how I must be a terrible roleplayer and that I spell it with two Ls, allow me to state two things: 1) It’s not a dichotomy, 2)
The evidence can speak for itself.


I earnestly believe one of the hallmarks of a good roleplayer is that they can make even a ridiculous concept make sense in setting, or adequately justify otherwise nonsensical character choices. With all that said, let’s take a look at some ridiculous such characters one can create using just the core rules of Dungeons and Dragons 5th Edition!

1) Explosive Backstabber
I’m suggesting this one because one thing I like about Dungeons and Dragons 5th Edition is that they (mostly) eliminated alignment and other restrictions when picking classes; which allows for some ridiculous concepts and combinations, such as what we’ll be discussing now: what happens when you mix a Rogue’s backstab with a Paladin’s smite.

The things you need: Backstab from Rogue, Divine Smite from Paladin.

How it fits together: The requirements for both Backstab and Divine Smite are easily met by wielding a rapier, the strongest, finesse, melee weapon available to both Rogues and Paladins. The end result is that by level 3, a character can roll 3d8+1d6+Damage Modifier in one attack.

If somebody wanted to maximize this effect, they’d want to keep favor leveling up Rogue and take the Arcane Trickster subclass, since Smite becomes more powerful with higher spell slot usage, while Backstab becomes stronger with Rogue levels.

Conceptually? This setup will have naysayers, since traditionally Paladins and Rogues are anathema to each other. Though with the defanging of original thief-class by renaming it Rogue, and the addition of different kinds of Paladins such as those with the Oath of Vengeance, it’s entirely possible to justify that this is what Batman would be.

2) Literal Spell Sniper
Spell Sniper is a useful early game feat; it literally doubles the range of attack spells, and even lets you ignore cover. Great if you’re using a battle mat and plan to hide away from the action. Not so great if you have a GM that eschews the battle mat and uses the “eh, everybody is within range of each other at all times” method.


Even in that latter situation, there’s sure to be some utility from pumping range up to ridiculous levels, right? Like the previous setup, this one require multiclassing. You need two levels of Warlock and two levels of Sorcerer. Your sub classes for these don’t matter. You’ll also need to have the Spell Sniper feat.

The things you need: the Eldritch Blast cantrip from Warlock, the Eldritch Spear invocation from Warlock, and the Extended Spell metamagic from Sorcerer, along with the Spell Sniper Feat.

How it fits together: Eldritch Blast, when used with Eldritch Spear, extends the range of Eldritch Blast to 300ft. Spell Sniper doubles the range of a spell, making it 600ft. Extended Spell, doubles the range again for a total of 1,200ft. That’s enough to cover 240 squares on a standard 5ft square grid map.

I’m not sure when somebody would ever need to hit something from that far away, nor if the human eye can actually see at that range. Though if you’re crazy enough to try this, I’m sure these sorts of questions aren’t a major concern; you’ll either find a reason to make use of this range, or find some way around the sight problem.

3) The Invincible Iron Barbarian
When people discuss classes what class in D&D that’s meant to take hits like a champ (a tank, if you will), often Paladin is the one that floats to the top of the discussion, or sometimes fighter. Occasionally, though, Barbarian gets a mention with their d12 hit dice. Well, in D&D 5th Edition, the idea isn’t so far fetched for Barbarians to be the ones that take damage like it’s nothing.

Because for them? It probably IS nothing.

The things you need: Hill Dwarf Race, Barbarian class, Totem Warrior Subclass, Bear Totem Spirit, Tough Feat.

How it fits together: If we’ve learned anything the previous entry, it’s that if anything is worth doing, it’s worth doing to a stupidly absurd degree. Hill Dwarf gets a bonus 1 HP per level, and dwarves in general have a bonus to Constitution. Barbarian, when unarmored, gains an AC bonus based on their Constitution. This is on top of the normal bonus to HP one gets for Constitution. Tough grants a further 2HP per level, retroactively.

The end result of all the above, assuming an 18 Constitution, is that our Dwarf at level 4 has a MINIMUM of 43 HP. (12 from 1st level, 16 from +4 con bonus for four levels, 4 from Hill Dwarf Toughness, 8 from Tough Feat, 3 minimum from hit dice gained for levels 2-4)

The capstone to all this is Bear Totem Spirit from Totem Warrior, which grants resistance to all damage types but psychic.


Bears are terrifying.

4) The Rogue That Stole The Bard’s Role
Not all the ideas I propose today are going to be about how to break the rules of D&D combat over your knee like a twig. After all, despite the rulebook predominantly consisting of rules for how to kill things and solve problems with violence, Dungeons and Dragons is all about story!
So let’s make something that tells a story about a plucky Rogue that stole the show from the Bard!

What you need: Rogue Class, Skilled Feat. Half-Elf Race, Entertainer Background.

How it fits together: The Bard is described as Music and Magic, as well as a jack-of-all trades. In fact, that’s the name of one of one of their class features that grants them half their proficiency bonus to any roll they wouldn’t have proficiency in.

The idea with this setup is to cover as many skills as possible, and just for the sake of it, be better at music and charisma based skills than the Bard. Half-Elf grants 2 skill proficiencies, and the Skilled feat grants an additional 3 later on. Entertainer covers us for being able to make music, and comes with a reputation for doing so, to boot!

The two kickers, though, are the Rogue Class Features Expertise and Reliable Talent. Expertise, by level 6, gives a Rogue four skills they have proficiency in DOUBLE their proficiency bonus, and Reliable Talent treats any roll they make with a skill or tool they’re proficient in count as a 10. (Which, as a Half-Elf with Skilled, you’ll have many of.)

To take this a step further, you could also pick Arcane Trickster as your archetype. This, combined with numerous feats that grant additional spells, leaves the Rogue in a good position to fashion themselves as “like a Bard, but better.”

5) Your Dice Are Ruining My Story
If Dungeons and Dragons is all about story, though, why do I have to obey the whims of these dice? What if they don’t give me the result I want to tell the story that I want? Surely there’s something I can do! (Besides just write a book, that is.)

Well, hypothetical, whiny voice that exists less to prove a point and more to segue into my next entry, I’ve got you covered!

What you need: Halfling Race, Wizard Class, Diviner Subclass, Lucky Feat

How it fits together: This setup is all about abilities that play around with the dice in ways that are often considered straight up broken. First, starting with the Halfling’s Lucky ability; quite simply? It lets you re-roll any d20 roll that comes up 1.

The Lucky feat grants luck points that can essentially be used for rerolls, either on your rolls, or rolls made against you. And to top it all off, Diviner gives you the Portent Class Feature, which lets you roll two dice that you can use to replace any other die roll later on.

Dice tricks like that, combined with much of the Diviner’s spells about sussing out information, means that you can prepare for any unpleasant surprises, to the possible annoyance of your GM and fellow players!


These are probably nothing, at least compared to some of the unusual things you can find and mix in with other splatbooks such as Xanathar’s Guide to Everything. After all, there’s a reason class bloat is often a common complaint in RPGs: as a game allows for more options, more absurd things can happen. Plus, only so many more options can be added until everything just seems the same.

Dungeons and Dragons is Aaron der Schaedel’s favorite fantasy RPG published by WIzards of the Coast. He talks about the myriad other games out there on his YouTube Channel, and would greatly appreciate it if you would subscribe.

Picture Reference: https://www.pinterest.com/pin/364158319865556047/ 

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4 Comments
Max link
3/7/2019 06:32:41 am

I'm not generally into D&D 5e or those kinds of games, but I can appreciate posts like these. It's not just that they're "broken" builds, but that they're builds that are evocative from a character perspective and lend themselves to interesting and atypical stories.

For the Rogue / Paladin idea, you could call it a Templar, Zealot, or Sicarii, and lean into them being either rebels for an oppressed religious sect, or they're like a "black ops" team for the main religion, like maybe an assassin's creed kinda thing. You could make a whole campaign about that.

Reply
Joanna
2/12/2020 10:38:54 pm

Yes! Breaking just to break is annoying, but if you come up with a creative character and story about *why* your PC is that way? Awesome.

Reply
Taylor
20/4/2020 07:08:00 pm

Another thing you could do to make the halfling wizard broken, would be to take one level into the Clockwork Soul Sorcerer from UA (if your DM allows that). Level one, you have Restore Balance, which allows you to take away advantage or disadvantage from someone or your own rolls, which is stupid frustrating. It is up to your charisma modifier. Super funny and awesome.

Reply
Kira Wolf link
22/6/2022 07:04:15 pm

Great rreading your post

Reply



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