JigokuBosatsu wrote:
So in the interest of game harmony (or at least a wild ride before it flames out) I'd like your help in getting some nice low level RAW cheese. We're doing the starter set scenario so this will be levels 1-5. And don't worry if it's a weird concept- I will be glad to roleplay the most ridiculous shit imaginable. I know there have been some optimizations mentioned so far, but let's go ahead and have this be a thread for 5E cheeze!
And if this game turns out silly or awesome, I will be glad to do a writeup.
Going back to the original, examples of cheese for 1-5. This is actually
really hard, because there aren't many useful decision points and many of those are just 'does this race have bonuses to the two stats I want?'
Suggestion #1:
Human paladin, great weapon mastery feat, perception, Str 16, Chr 16, Con next, and fuck everything else.
Try to get goblins clustered up so you can spawn bonus attacks.
level 2: great weapon fighting style, take searing smite as one of your spells
when something big appears- expend a spell for divine smite and cast searing smite (bonus action), for 2d6+3+2d8+2d6. Add the power attack feature of great weapon mastery if you think you can hit with a -5 for an +10 damage on top. Beg or borrow or grab some method of gaining advantage from the party (or inspiration from the DM) or some other bonus like bless or inspiration. Use this only when the big monster/boss for each section appears.
level 3: oath of devotion is best for the channel divinity: sacred weapon. Charisma as an attack bonus on your sword, particularly when delivering the big attack from great weapon mastery is quite helpful.
level 4: might as well stick around for the stat up (str)
level 5: might as well stick around for the extra attack
If things continue, level 6 as a paladin is a no brainer for +chr on saves for everyone.
Suggestion #2
Bear Druid. (Comes online at level 2). melee or cast spells as you like.
At level heat metal is insane, and then you can go bear.
Starts to fall behind at level 5, but for this adventure, seriously whatever. In a longer campaign, fuck it and take the other option for druids.
The advantage to this build is it takes little thought or experience. Produce flame, entangle and faerie fire are your starting point, then heat metal and hold person, and finally conjure animals, because why not have meat shields?
Human, wood elf, or hill dwarf. If you go human, I'd suggest either alertness (+5 initiative, aim for eating people as fast as possible), or Observant (+1 wis, and +5 to passive perception, which is pretty ridiculous) Resilient also works (con, I would think). A quirky one is Magic Initiate and grab mage armor, because honestly druid armor options are shit. Sadly the feat was reworded for the final version, so you can't grab good attack cantrips as use your primary stat.
Honestly, as you're the experienced person, I'd suggest this build for someone else. Its straightforward blast or beatstick, with echoes of Druidzilla from 3e. It does fall apart at later levels (as the animal forms are limited to CR level/3), but for a 1-5 adventure its pretty close to perfect.
Potential cheese: Take monk 1 instead of druid 5, and successfully argue that a bear can make unarmed attacks. This gives you an additional (though shitty) attack, and a better AC.
Suggestion #3
Human ranger with sharpshooter feat. This is pretty much exactly like the paladin build, except dex and rangers don't need as much wisdom, since they have very few attack spells and the save spells are easily avoidable in favor of other things. Hunters mark is your signature spell. Less bursty than the paladin, but more sustained damage (and the +2 for archery style makes the -5 for +10 damage feel less bad.
Colossus slayer probably has the most utility at level 3, though take horde breaker only if the DM likes to group up monsters. The downside to colossus slayer is you don't want to attack first.
This could also be done with a fighter, I suppose, but, eh. I'd rather have the spells, and not hope that short rests are allowed to happen to recharge action surge. The eldritch knight honestly wants too many things in exchange in being incredibly inferior to real spellcasters, though the battle master does give you the ability to add +1d8 to hit or damage through precision attack or menacing attack, and they can be combined with action surge and sharpshooter from some pretty heavy and reasonably accurate attacks. (basically the hit roll for precision is d20+5-5+1d8, and damage is 1d8+3+10). Again, no point in passing up levels 4 and 5 when you have stat ups and extra attacks to look forward to.
Other options:
half-elf dragon sorcerer or gnome wizard. Because magic.
Bards are also possible, but honestly don't get really good until 6, at which point they start stealing spells or actively taking a dump on fighters.