So I imagine this has been asked a whole bunch before but, does spirit shroud trigger with each eldritch blast? Because if so… OOH BOY my eldritch blast mini guns just got a whole more powerful!
The damage triggers as long as they are within 10 feet of you. The stopping healing can only trigger once on one enemy. So if you hit the same enemy more than once, you get 1d8 on each hit but the other thing only are only on the first one that hits.
To be honest, it is not that much better than Hex unless you are fighting regenerating foes or using your bonus regularly. It is slightly higher damage and a one-turn movement penalty, while Hex has a longer effective range and an ability penalty.
The damage triggers as long as they are within 10 feet of you. The stopping healing can only trigger once on one enemy. So if you hit the same enemy more than once, you get 1d8 on each hit but the other thing only are only on the first one that hits.
To be honest, it is not that much better than Hex unless you are fighting regenerating foes or using your bonus regularly. It is slightly higher damage and a one-turn movement penalty, while Hex has a longer effective range and an ability penalty.
Why would you need to trigger the 'stop healing' effect more than once on the same enemy? Once its on them its on them. Unless you seem to think it only triggers once per turn in which case you are mistaken as you can hit as many enemies as you can as long as they are within 10 ft of you when your hit them and they will all receive the 'stop healing' effect.
While Hex does have the range factor it does not have the utility factor provided by Spirit Shroud. As in the ability to switch targets without having to kill your initial target and spending a Bonus Action like Hex does. Spirit Shroud's damage also increases when it is upcast, this may be a hard decision for other casters to justify by not for a Warlock as their spell slots are all the same level.
Of course Spirit Shroud has its downsides mainly being it lasting only 1 combat and requiring you to be within 10 ft of your enemies. I like Spirit Shroud more for melee Pact of the Blade locks but it should have no problems functioning with Eldritch Blast as long as you manage to stay out of your enemies reach.
The real advantage to Spirit Shroud would be if you can use your Eldritch blast in or nearly in melee, and if you can upcast spirit shroud to do more damage.
I think this would require a really exotic build to be really effective.
Something like variant human with the Gunner or Crossbow expert feat (to remove disadvantage on ranged attacks at melee range),
2 levels of hexblade warlock (for medium armor/shield, Eldritch Blast and invocations)
into Divine Soul Sorceror the rest of the way (for traditional spell slots to eventually upcast Spirit Shroud, and to use quicken spell on turns after using Spirit Shroud to double eldritch blast output).
It could be a fun melee spellcaster build. You could even reskin it as an armored warrior monk or semi-paladin punching with divinely empowered unarmed strikes.
The real advantage to Spirit Shroud would be if you can use your Eldritch blast in or nearly in melee, and if you can upcast spirit shroud to do more damage.
I think this would require a really exotic build to be really effective.
Something like variant human with the Gunner or Crossbow expert feat (to remove disadvantage on ranged attacks at melee range),
2 levels of hexblade warlock (for medium armor/shield, Eldritch Blast and invocations)
into Divine Soul Sorceror the rest of the way (for traditional spell slots to eventually upcast Spirit Shroud, and to use quicken spell on turns after using Spirit Shroud to double eldritch blast output).
It could be a fun melee spellcaster build. You could even reskin it as an armored warrior monk or semi-paladin punching with divinely empowered unarmed strikes.
Yeah, I just have the illusionist’s bracers which allows me to essentially quicken spell without the need of sorcerer levels!
The damage triggers as long as they are within 10 feet of you. The stopping healing can only trigger once on one enemy. So if you hit the same enemy more than once, you get 1d8 on each hit but the other thing only are only on the first one that hits.
To be honest, it is not that much better than Hex unless you are fighting regenerating foes or using your bonus regularly. It is slightly higher damage and a one-turn movement penalty, while Hex has a longer effective range and an ability penalty.
Why would you need to trigger the 'stop healing' effect more than once on the same enemy? Once its on them its on them. Unless you seem to think it only triggers once per turn in which case you are mistaken as you can hit as many enemies as you can as long as they are within 10 ft of you when your hit them and they will all receive the 'stop healing' effect.
While Hex does have the range factor it does not have the utility factor provided by Spirit Shroud. As in the ability to switch targets without having to kill your initial target and spending a Bonus Action like Hex does. Spirit Shroud's damage also increases when it is upcast, this may be a hard decision for other casters to justify by not for a Warlock as their spell slots are all the same level.
Of course Spirit Shroud has its downsides mainly being it lasting only 1 combat and requiring you to be within 10 ft of your enemies. I like Spirit Shroud more for melee Pact of the Blade locks but it should have no problems functioning with Eldritch Blast as long as you manage to stay out of your enemies reach.
On the first part, yes I know, you can trigger it on more than one enemy.
I would disagree on the utility factor. Hex is very useful out of combat by imposing disadvantage.
I do agree on upcasting spirit shroud, although upcast Hex will last t8 hours, so you still have it up without using one of your two slots if it was up before your short rest started.
The problem with SS and EB is 10 feet away means you have to get in reach of a lot of enemies and you need to move across the batttlefield to hit others. This is much less of an issue on melee characters.
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So I imagine this has been asked a whole bunch before but, does spirit shroud trigger with each eldritch blast? Because if so… OOH BOY my eldritch blast mini guns just got a whole more powerful!
The damage triggers as long as they are within 10 feet of you. The stopping healing can only trigger once on one enemy. So if you hit the same enemy more than once, you get 1d8 on each hit but the other thing only are only on the first one that hits.
To be honest, it is not that much better than Hex unless you are fighting regenerating foes or using your bonus regularly. It is slightly higher damage and a one-turn movement penalty, while Hex has a longer effective range and an ability penalty.
Why would you need to trigger the 'stop healing' effect more than once on the same enemy? Once its on them its on them. Unless you seem to think it only triggers once per turn in which case you are mistaken as you can hit as many enemies as you can as long as they are within 10 ft of you when your hit them and they will all receive the 'stop healing' effect.
While Hex does have the range factor it does not have the utility factor provided by Spirit Shroud. As in the ability to switch targets without having to kill your initial target and spending a Bonus Action like Hex does. Spirit Shroud's damage also increases when it is upcast, this may be a hard decision for other casters to justify by not for a Warlock as their spell slots are all the same level.
Of course Spirit Shroud has its downsides mainly being it lasting only 1 combat and requiring you to be within 10 ft of your enemies. I like Spirit Shroud more for melee Pact of the Blade locks but it should have no problems functioning with Eldritch Blast as long as you manage to stay out of your enemies reach.
The real advantage to Spirit Shroud would be if you can use your Eldritch blast in or nearly in melee, and if you can upcast spirit shroud to do more damage.
I think this would require a really exotic build to be really effective.
Something like variant human with the Gunner or Crossbow expert feat (to remove disadvantage on ranged attacks at melee range),
2 levels of hexblade warlock (for medium armor/shield, Eldritch Blast and invocations)
into Divine Soul Sorceror the rest of the way (for traditional spell slots to eventually upcast Spirit Shroud, and to use quicken spell on turns after using Spirit Shroud to double eldritch blast output).
It could be a fun melee spellcaster build. You could even reskin it as an armored warrior monk or semi-paladin punching with divinely empowered unarmed strikes.
Yeah, I just have the illusionist’s bracers which allows me to essentially quicken spell without the need of sorcerer levels!
On the first part, yes I know, you can trigger it on more than one enemy.
I would disagree on the utility factor. Hex is very useful out of combat by imposing disadvantage.
I do agree on upcasting spirit shroud, although upcast Hex will last t8 hours, so you still have it up without using one of your two slots if it was up before your short rest started.
The problem with SS and EB is 10 feet away means you have to get in reach of a lot of enemies and you need to move across the batttlefield to hit others. This is much less of an issue on melee characters.