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  1. - Top - End - #1
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
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    Texas
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    Default Maximum luckmancy

    What's the best way to make a Luckmancer?
    1. Halfling.
    2. Bountiful Luck (reaction: Let an ally reroll a 1)
    3. Lucky feat (3 rerolls per day)
    4. 2 levels of Diviner Wizard for Portent 2/day

    What else is out there to control the roll of the dice with?
    -Strixhaven spells
    -Some Warlock patrons give save bonuses (Dark One's Own Luck, Celestial something). You could pair it up with Warlock EB spam with no real loss to the build aside from delayed Cha 20.

    It feels like this should be a rogue build. Arcane Trickster gives spellcasting (benefits from Diviner), Mastermind gives BA Help to give party members free advantage... but Warlock seems to give more options for luck and manipulating the battlefield.
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  2. - Top - End - #2
    Bugbear in the Playground
     
    DrowGirl

    Join Date
    Jul 2019

    Default Re: Maximum luckmancy

    I had a character along these themes, and I built her as a lore bard. Lore bard's cutting words can be reflavored as luck; knocking a dX off someone's roll is certainly unlucky for them! Silvery Barbs is also a fantastic candidate for such a character.

    I would take Lucky over Bountiful Luck though, at least in order. I think you'll get more millage out of Lucky, as both rogues and bards like to use their reaction.

  3. - Top - End - #3
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Nov 2015

    Default Re: Maximum luckmancy

    I had a whole party that did this once. It was pre-Tasha's, so we didn't have all the super nifty stuff, but it was loads of fun.

    Five players, all Halfling with the Lucky feat. Three of us went pure Divination wizard. One went 2 Divination / X Lore Bard. The last went 2 Divination / X Tempest Cleric.

    It was perhaps one of the silliest and most fun groups I've played in.
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  4. - Top - End - #4
    Ogre in the Playground
     
    ElfWarriorGuy

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    May 2015

    Default Re: Maximum luckmancy

    Toss in 7 lvls of Rune Knight, Storm rune lets you spend you reaction on giving Adv/dis and outside of the rune being activated you can force an attack that hit to reroll prof/long rest, you can also toss Cloud Rune in there for not exactly dicemancy but those cases when the enemy crits.
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  5. - Top - End - #5
    Ogre in the Playground
     
    Akal Saris's Avatar

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    Oct 2007

    Default Re: Maximum luckmancy

    Clockwork Sorcerer could be an alternative to divination wizard, by turning off adv/disadvantage when you don't want it.
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  6. - Top - End - #6
    Ogre in the Playground
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    Sep 2019

    Default Re: Maximum luckmancy

    Wild Magic Sorcerer has a couple of luck related features.

  7. - Top - End - #7
    Troll in the Playground
     
    Beholder

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    Jun 2016

    Default Re: Maximum luckmancy

    Quote Originally Posted by Sorinth View Post
    Wild Magic Sorcerer has a couple of luck related features.
    Yeah that’s what I was thinking. WM Sorc is even luck flavored, if that’s part of what’s being sought.

  8. - Top - End - #8
    Firbolg in the Playground
     
    LudicSavant's Avatar

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    Jun 2014
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    Default Re: Maximum luckmancy

    Quote Originally Posted by J-H View Post
    What's the best way to make a Luckmancer?
    1. Halfling.
    2. Bountiful Luck (reaction: Let an ally reroll a 1)
    3. Lucky feat (3 rerolls per day)
    4. 2 levels of Diviner Wizard for Portent 2/day

    What else is out there to control the roll of the dice with?
    -Strixhaven spells
    -Some Warlock patrons give save bonuses (Dark One's Own Luck, Celestial something). You could pair it up with Warlock EB spam with no real loss to the build aside from delayed Cha 20.

    It feels like this should be a rogue build. Arcane Trickster gives spellcasting (benefits from Diviner), Mastermind gives BA Help to give party members free advantage... but Warlock seems to give more options for luck and manipulating the battlefield.
    One thing to keep in mind in a build like this is that some dice manipulation mechanics don't stack especially well with each other / are less than the sum of their parts. For example, Portent is a great ability, but it sets the die before seeing the roll, and reduces the number of important-poor-rolls-per-day that could stand to see correction.

    And sure, Portent is just a couple rolls a day, but this sort of thing adds up when you start investing in twenty luck manipulations instead of one.
    Last edited by LudicSavant; 2024-05-14 at 01:58 PM.

  9. - Top - End - #9
    Titan in the Playground
     
    Kane0's Avatar

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    Nov 2011
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    Default Re: Maximum luckmancy

    Divine Soul 1: Favored of the Gods is an easy win especially if you're already going into Cha classes for EB as your standard attack
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  10. - Top - End - #10
    Troll in the Playground
     
    Imp

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    Default Re: Maximum luckmancy

    Quote Originally Posted by Sorinth View Post
    Wild Magic Sorcerer has a couple of luck related features.
    Wild Magic Sorcerer is tricky. Tides of Chaos is once per long rest, but also resets when you roll on the wild magic table. The problem (for many reasons) is that the wild magic table depends on the DM, but often you can ask the DM to just let you be in charge of that. You could potentially have as many Tides of Chaos as you have spell slots.
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  11. - Top - End - #11
    Barbarian in the Playground
     
    RangerGuy

    Join Date
    Nov 2020

    Default Re: Maximum luckmancy

    Chronurgy wizard works too. The 2nd level feature is not as certain as the divination one - it works a bit more like luck.

    Having dunamancy gives access to Fortune’s Favor spell which is very like giving out luck points. It does cost 100gp per casting but that’s not a big issue at higher levels in most games.

    The 14th level feature isn’t even dice manipulation any more it’s just choose to make something pass or fail which can be crazy but at least there is a trade-off

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