I've reached level 8 and I can put my charisma up to 20 which gives benefits of +5 saves, 16 on enemy saves (Otherwise would be 18, [+4 Saves & 15 Enemy Saves]) OR Inspiring Leader which would allow me to give myself and 5 allies +12 Temp HP each day.
Then I guess the choice is going to come down to the campaign. Is there a lot of slug it out melee fights, or are you fighting a lot of enemies with powers that force saves?
Are other characters able to stay close to you to benefit from your aura?
I can see a use for both. Probably I’d take the cha boost. But this seems like a case where whichever you pick, you’ll have times where you’re glad you did, and times where you’ll wish you’d gone the other way.
Going through Tomb Of Annihilation usually fighting a lot of enemies up close or single large enemies with a few nasty surprise abilities.
Party consists of a 5 party members 1 PC, 1 NPC who will probably be up close with me as well as 2 PCs at the back which I'll be trying to keep the enemy away from.
Yea that's what it feels like. Do I make myself more powerful (better dice rolls in pretty much everything by 1) and possibly prevent attacks that downs a team mate, or do I give my entire party an extra 12hp each. Most enemies do hit that hard or harder but it is my entire party means collectively we are absorbing an extra 60Hp.
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Thinking about it, if I get a session or 2 of bad dice rolls it wont matter how high stats are, but that 60hp shared will always be there. I think I'd be more afraid of the scenario of not taking the HP than the other way around.
I think I'll end up going with Inspiring leader, sessions not till Thursday so I got until then.
Your charisma will also benefit your channel divinity and give you an extra divine sense.
Thinking about it, if I get a session or 2 of bad dice rolls it wont matter how high stats are, but that 60hp shared will always be there. I think I'd be more afraid of the scenario of not taking the HP than the other way around.
Some of the worst saves lose much more than hit points, which might make you switch those fears around.
A few weeks ago I was in a game where one of the players missed a save by one against a mind flayer resulting in his brain being extracted on its next turn.
Unless your DM targets unconcious creatures generally only means someone has to use an action / bonus action and a spell slot or similar resource to get them back up.
Your charisma will also benefit your channel divinity and give you an extra divine sense.
Thinking about it, if I get a session or 2 of bad dice rolls it wont matter how high stats are, but that 60hp shared will always be there. I think I'd be more afraid of the scenario of not taking the HP than the other way around.
Some of the worst saves lose much more than hit points, which might make you switch those fears around.
A few weeks ago I was in a game where one of the players missed a save by one against a mind flayer resulting in his brain being extracted on its next turn.
Unless your DM targets unconcious creatures generally only means someone has to use an action / bonus action and a spell slot or similar resource to get them back up.
True and it's definitely worth considering. However thinking about the campaign so far (new character for existing campaign that's gone on well over a year) I'm trying to remember the amount of times the day was saved or lost due to 1 point and honestly I don't know because the DM doesn't reveal that. The amount of times characters have gone down when 10hp would make the difference... thinking about it now... a fair few battles.
Having higher stats could certainly save a single character, but I feel that extra HP all around could save multiple characters in a single moment, especially if we are all hit by an AoE attack (which has happened and nearly party wiped us before). Honestly I do want the higher stat but writing all this down is making me think Inspiring Leader in our campaign for our party is the better option. Game is tonight so hopefully it works out.
I've reached level 8 and I can put my charisma up to 20 which gives benefits of +5 saves, 16 on enemy saves (Otherwise would be 18, [+4 Saves & 15 Enemy Saves])
OR
Inspiring Leader which would allow me to give myself and 5 allies +12 Temp HP each day.
Playing a Tank with Oath of the crown.
Open to other recommendations. Thanks in advance.
Is there anyone else in the party handing out temp hp?
Do you have any odd ability scores you might want a half feat for?
Dont forget that cha bump would also let you prepare an extra spell per day, which can be very useful.
No other player is giving out temp HP.
Afraid not.
I did not consider that thank you.
Then I guess the choice is going to come down to the campaign. Is there a lot of slug it out melee fights, or are you fighting a lot of enemies with powers that force saves?
Are other characters able to stay close to you to benefit from your aura?
I can see a use for both. Probably I’d take the cha boost. But this seems like a case where whichever you pick, you’ll have times where you’re glad you did, and times where you’ll wish you’d gone the other way.
Going through Tomb Of Annihilation usually fighting a lot of enemies up close or single large enemies with a few nasty surprise abilities.
Party consists of a 5 party members 1 PC, 1 NPC who will probably be up close with me as well as 2 PCs at the back which I'll be trying to keep the enemy away from.
Yea that's what it feels like. Do I make myself more powerful (better dice rolls in pretty much everything by 1) and possibly prevent attacks that downs a team mate, or do I give my entire party an extra 12hp each. Most enemies do hit that hard or harder but it is my entire party means collectively we are absorbing an extra 60Hp.
_____________________
Thinking about it, if I get a session or 2 of bad dice rolls it wont matter how high stats are, but that 60hp shared will always be there. I think I'd be more afraid of the scenario of not taking the HP than the other way around.
I think I'll end up going with Inspiring leader, sessions not till Thursday so I got until then.
Thanks for the help :)
Your charisma will also benefit your channel divinity and give you an extra divine sense.
Some of the worst saves lose much more than hit points, which might make you switch those fears around.
A few weeks ago I was in a game where one of the players missed a save by one against a mind flayer resulting in his brain being extracted on its next turn.
Unless your DM targets unconcious creatures generally only means someone has to use an action / bonus action and a spell slot or similar resource to get them back up.
True and it's definitely worth considering. However thinking about the campaign so far (new character for existing campaign that's gone on well over a year) I'm trying to remember the amount of times the day was saved or lost due to 1 point and honestly I don't know because the DM doesn't reveal that. The amount of times characters have gone down when 10hp would make the difference... thinking about it now... a fair few battles.
Having higher stats could certainly save a single character, but I feel that extra HP all around could save multiple characters in a single moment, especially if we are all hit by an AoE attack (which has happened and nearly party wiped us before). Honestly I do want the higher stat but writing all this down is making me think Inspiring Leader in our campaign for our party is the better option. Game is tonight so hopefully it works out.
Thanks for the advice I appreciate it.