I'm running a UA Hunter Colossus Slayer and asking advice on which spells to run. Still run hunters Mark and Goodberry, ( useful not just for healing, but useful when our foraging rolls fail in Chult ). After that what else? ensnaring strike looks useful but so does healing spirit. ( eps when we have no cleric). Spike growth also looks good.
Spike growth is useful for slowing down the enemy and letting them kill themselves by moving, Healing spirit is of course very nice. Both will cost you You huntersmark if its already cast as all three require concentration.
Pass without trace cast to scout and set up before you apply hunters mark on the surprise round and your party ambushes people is nice. BEWARE the order you cast in though as it requires concentration as well.
Darkvision if you dont have it already as a race is a very nice choice for night assaults and scouting dungeons without carrying your light source and alerting everything your coming.
Find traps should be good, it rarely works due to the way its written, turning into a waste of cast but if the party send you in first to scout? might be a good idea.
Protection from poison (if you dont have it from some other means) may be worth it - especially in Chult. Lots'a poison in Chult.
Or, lesser restoration - sometimes you catch a diseases 'somehow' and you dont want the priest to ask you how you got it - lets not judge.
Whichever you choose enjoy Chult and good luck surviving the terrors to be found in the jungle.
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I'm running a UA Hunter Colossus Slayer and asking advice on which spells to run. Still run hunters Mark and Goodberry, ( useful not just for healing, but useful when our foraging rolls fail in Chult ). After that what else? ensnaring strike looks useful but so does healing spirit. ( eps when we have no cleric). Spike growth also looks good.
Healing Spirit is pretty much a must, it is arguably the best healing spell in the game.
Conjure Animals and Conjure Woodland Beings are both awesome.
Absorb Elements is great if you plan on taking elemental damage ever.
Pass Without Trace is great if your whole party needs to be sneaky.
Spike growth is useful for slowing down the enemy and letting them kill themselves by moving, Healing spirit is of course very nice. Both will cost you You huntersmark if its already cast as all three require concentration.
Pass without trace cast to scout and set up before you apply hunters mark on the surprise round and your party ambushes people is nice. BEWARE the order you cast in though as it requires concentration as well.
Darkvision if you dont have it already as a race is a very nice choice for night assaults and scouting dungeons without carrying your light source and alerting everything your coming.
Find traps should be good, it rarely works due to the way its written, turning into a waste of cast but if the party send you in first to scout? might be a good idea.
Protection from poison (if you dont have it from some other means) may be worth it - especially in Chult. Lots'a poison in Chult.
Or, lesser restoration - sometimes you catch a diseases 'somehow' and you dont want the priest to ask you how you got it - lets not judge.
Whichever you choose enjoy Chult and good luck surviving the terrors to be found in the jungle.