A player could have a lizardfolk cleric, a forge cleric, but not a lizardfolk forge cleric as that would require PHB+2. Besides the fact that the Adventurers League had to directly accommodate the new character creation rules from Tasha’s, it was also reaching a point where it stifled more than it helped. Go ahead, complicate those backstories - officially!Īs more and more sourcebooks got released, however, the PHB+1 rule was starting to wear a little thin. Tasha’s new character creation rules could cause a dilemma though - would the Adventurer’s League force players to use it as their +1 if they wanted to use those rules? Fortunately, Wizards of the Coast foresaw this dilemma and added Tasha’s changes to the AL Player’s Guide for the ongoing “Plague of Ancients” campaign. Besides providing the standard array of new game choices for players, it also gave us new options for character creation as part of their efforts to address fantasy racism in D&D.
Things got a little complicated when Tasha’s Cauldron of Everything was released late last year. For example, if you wished to play a cleric in the forge domain subclass, your other source needed to be Xanathar’s Guide to Everything if you wished for your cleric to be a lizardfolk, you would select Volo’s Guide to Monsters, and so on. To deal with new race, class, and subclass options provided in official sourcebooks outside the Player’s Handbook, the Adventurers League had adopted the “ PHB+1″ rule, which meant that any player participating in an Adventurers League-sanctioned event could select player options from the Player’s Handbook and one (and only one) other source. In other words, you’re going first every time.The Adventurers League is the official organized play league for Dungeons and Dragons which provides a common set of 5th Edition rules to make it a lot easier for players to get together at conventions or their local gaming shop and play. Even if someone somehow rolls higher than you, you can use Lucky to roll again.
With this build you now have a +23 Initiative with Advantage. Alert gives you +5 to Initiative and Lucky will allow you to reroll a Skill Check, choosing the higher of the two rolls. Along the way, pickup the Alert and Lucky feats.Three levels with a Swashbuckler Rogue gives you access to Rakish Audacity that lets you add Charisma to Initiative.Two levels in Wizard with Tactical Wit allows you to add Intelligence to Initiative.Two levels in the Unleashed Arcana version of Ranger will get you Advantage on Initiative with Natural Explorer.You’ll need two levels in Bard for Jack of All Trades which allows you to add half of your Proficiency Bonus to Initiative.There’s a lot of freedom here, so just throw a Bard together with the Human Variant and get Dexterity, Intelligence and Charisma up to 20 as soon as possible.How many times have you watched your friends win a fight before you even get to take a turn? How often have you sat there taking hit after hit while you wait helplessly for your chance to attack? With the Me First build, you’ll be guaranteed to take the first turn in every single encounter. In my years playing DnD, here are the top 10 most OP characters I’ve encountered. What happens when you’ve cycled through all of the classic tropes like the Dwarf Cleric, Halfling Rogue and Elf Wizard? Well, that’s when you start thinking outside of the box, and it’s when those creative juices start flowing that some of the most bizarre, most powerful characters come to life. Many say your first DnD character is a reflection of yourself.īut what happens after you’ve created your first character, and then your second, and then your third and fourth until no more fantasy versions of you remain? What are the most Overpowered D&D character builds?Ĭreating a character in DnD can be a very intricate, very personal process that takes hours or days to complete.