When pre-generating, I mostly focus on the mechanical build - I tend to come up with the actual person once I know about the setting and campaign theme.
That being said:
Scout Ranger (utility archer)
Half-Elf Fey Wanderer 5 / Scout Rogue X (Sharpshooter)
Idea: Sacrifice 5 Rogue levels for Archery FS, Extra Attack, additional skills/expertise, WIS-to-CHA checks and a smattering of really useful spells like Goodberry, Pass Without Trace, Speak with Animals and Misty Step.
What’s Cool:
eventual proficiency in 12 out of 18 skills and Expertise in 5 (later: 7) of those.
between Cunning Action (Hide), Steady Aim + Skirmisher and Zephyr Strike, the build can reliably achieve advantage and/or mobility
avoids the hand crossbow meta
What Sucks:
Several core skills are locked behind both subclasses, so one would either have to go without those for long stretches or negotiate with the DM about “retraining” skills.
Rogues wonky multiclassing rules (starts with 4 skills, but only gets 1 when MCing in) means we either start with Rogue 1, delaying Extra Attack to lvl 6, or loose out on one skill
The build plays mostly like a standard Ranger (or slightly worse at lvl 5, if we started with Rogue) until lvl 8.
Halfling “Blademaster” Barbarian
This is a Halfling mostly because it won’t work with VHuman/CLineage (stats would be too lousy), I love the race/class combination and this is a rare Barbarian build that doesn’t run on heavy weapons. However, it needs the (fairly common) house rule that either flat-out removes the exhaustion cost from Frenzy or at least mitigates it with a (progressively harder) CON save.
Idea: Stack Rage’s and Dueling FS’ damage bonus on a build with a BA attack for high & reliable damage with solid defense (GWM can’t wear a shield and is either more swingy or more vulnerable), then throw War Mage’s Arcane Deflection on top for save protection / even more defense.
What’s Cool:
a Barbarian that doesn’t need to rely on Reckless Attack and can wear a shield will be very durable
combining a BA attack and a flat +4 damage bonus will add up very quickly, and we don’t need to stomach a -5 to attack to do it
we can pick up virtually any magical one handed melee weapon we find
on-demand +4 to saves / +2 to AC is huge
we haven’t even decided upon a Fighter Subclass yet, so there’s room for some additional goodies
What Sucks
a limited amount of Rages that need a BA to start and will run out whenever we spend a turn not actively fighting
our second & third ASI will be delayed by quite a bit (recommended order would be Barb 1 > Fighter 1 > Barb 5 > War Mage 2 > Barb 8 > Fighter 4)
can’t be run without the aformentioned house rule - with how thin the stats are stretched, a PAM VHuman/CLineage just can’t afford 13 INT
arguably, a Hoplite Hexadin would be flat-out better, with fewer downsides, smoother progression and decent spellcasting
No-House-Rule-Versions:
Can be run with a Path of the Beast Barb if your DM agrees that you’re not “wielding” an off-hand Form of the Beast claw as long as said hand is wielding a shield, but loses out on the weapon flexibility for a fixed d6 weapon.
Otherwise: CLineage (14+2/14/14/8/13/9 + PAM) would be relegated to a spear and be forced to replace the War Mage dip with Resilient (WIS). (Yes, technically, one could run INT 13 / WIS 9, but running with a -1 modifier to WIS saves for most of one’s career seems… unwise.)
When pre-generating, I mostly focus on the mechanical build - I tend to come up with the actual person once I know about the setting and campaign theme.
That being said:
Scout Ranger (utility archer)
Half-Elf Fey Wanderer 5 / Scout Rogue X (Sharpshooter)
Idea: Sacrifice 5 Rogue levels for Archery FS, Extra Attack, additional skills/expertise, WIS-to-CHA checks and a smattering of really useful spells like Goodberry, Pass Without Trace, Speak with Animals and Misty Step.
What’s Cool:
What Sucks:
Halfling “Blademaster” Barbarian
This is a Halfling mostly because it won’t work with VHuman/CLineage (stats would be too lousy), I love the race/class combination and this is a rare Barbarian build that doesn’t run on heavy weapons. However, it needs the (fairly common) house rule that either flat-out removes the exhaustion cost from Frenzy or at least mitigates it with a (progressively harder) CON save.
Halfling Berserker Barbarian 8 / Fighter 4 / War Mage 2 (Stats: 14+2/14/13+1/13/11/8)
Idea: Stack Rage’s and Dueling FS’ damage bonus on a build with a BA attack for high & reliable damage with solid defense (GWM can’t wear a shield and is either more swingy or more vulnerable), then throw War Mage’s Arcane Deflection on top for save protection / even more defense.
What’s Cool:
What Sucks
No-House-Rule-Versions: