As an arcane archer I have the grasping arrow shot. Which among other things does 2d6 slashing dmg to a target that moves on it's own or is forcefully moved.
Outside of shove. Which isn't really an option on a low str/ranged character. How would one force/encourage enemies to move and take that additional damage?
I'm mostly looking for option for me personally to do this. Though allies synergies are also welcome. The other PC is a Paladin Oath of the Watcher. So moonbeam is one option for the synergy.
Gust is a cantrip that effectively works as a shove, though as a Fighter you’d need the Magic Initiate feat or a Wizard multiclass to get it, which might not be worth.
I do plan on taking the Magic Initiate feat at some point. However using a whole action to cast gust that only pushes someone of medium size or smaller by 5ft. Indeed doesn't seem like it's worth it or it would be very situational, like a very high AC target with low str or something. Where them failing the str dc would be more reliable than me hitting them.
I was thinking more of some options that create hazards in an area. So that the enemy have to move and take 2d6 from grasping arrow or stay and take damage from the hazard. Or something that would allow me to push or otherwise move them as a bonus action or as a ranged attack. I think there is a battle master maneuver. But idk if it can be used with a bow. Yes it can and it moves by 15 ft. So that's an option. Requires a feat too though.
I think Grasping + Shadow Arrow is a pretty common combo. Of course it kinda sucks to blow both uses in round 1. But anything that blocks sight like Darkness or Fog Cloud would work too.
I was thinking more of some options that create hazards in an area. So that the enemy have to move and take 2d6 from grasping arrow or stay and take damage from the hazard. Or something that would allow me to push or otherwise move them as a bonus action or as a ranged attack. I think there is a battle master maneuver. But idk if it can be used with a bow. Yes it can and it moves by 15 ft. So that's an option. Requires a feat too though.
In tasha's I think they added a fighting style that gives a battle master maneuver.
There is also the new telekinetic feat which gives a ranged shove.
Team work is probably your best shot. Things like Thorn Whip, Command, Dissonant Whispers and Telekinetic feat can help.
We don't have access to the Thorn Whip since its a druid spell, Command can't be used if it causes harm and Dissonant Whisper is a bard spell. And we only have an Arcane Archer and a Paladin.
The Telecinetic feat does look interesting though. With it's ranged bonus action shove with a DC based on int.
I think Grasping + Shadow Arrow is a pretty common combo. Of course it kinda sucks to blow both uses in round 1. But anything that blocks sight like Darkness or Fog Cloud would work too.
You can't use 2 arcane shots in one turn. It is limited to just one a turn. Not sure I understand how does blinding a target makes it move though?
I was thinking more of some options that create hazards in an area. So that the enemy have to move and take 2d6 from grasping arrow or stay and take damage from the hazard. Or something that would allow me to push or otherwise move them as a bonus action or as a ranged attack. I think there is a battle master maneuver. But idk if it can be used with a bow. Yes it can and it moves by 15 ft. So that's an option. Requires a feat too though.
In tasha's I think they added a fighting style that gives a battle master maneuver.
There is also the new telekinetic feat which gives a ranged shove.
So it's basically the same thing as the feat from PHB that gives access to maneuvers. Maybe my DM will allow me to learn it in downtime or something.
Fire is a good motivator. It could be magical (such as the immensely useful create bonfire) or mundane (a broken oil flask and a lit torch). An acid flask also works.
A charging barbarian (or even better, a bearbarian) also provides good motivtion to move.
Pretty much anything that forces the target to decide "move and take damage or stay here and take more damage?"
You're not really going to get much mileage out of trying to force them to move yourself. I'd leave that up to you allies. Once you've had your grasping shot land, focus on another enemy. I haven't done the math, but I imagine you'll be doing significantly more than 2d6 damage if you land a hit. If you'd like to maximize your output for damage, aim for targets that aren't in melee range of allies on your turn with grasping shot, then focus your attention elsewhere on your next turn. Unless you can do damage with some type of shove, you're going to have a better time shooting your grasping shot and then forgetting about it.
The thing is that if I'm not 1st in initiative then by the time it's my go everyone is already in melee range and they pretty much stay in one place for the rest of the fight. Because it seem like in 5e there is very little reason to ever move in combat. Casters don't provoke attacks of opportunity anymore. Ranged characters have crossbow expert. No flanking etc. So unless there is some kind of hazard in the area or you're one of those rare cases when you actually have to use a bow over crossbow like Arcane Archer then fights seem to be pretty static.
And even if I do move first and hit a target with no ranged attacks who is not in melee. Then they will never move anyway. Just attempt to remove the brambles or get an ally to remove them. Which is great too. I got 14DC on that so it's not that easy. And it happens that enemies use multiple turns to try to get free. Especially the low strength ones. But if they can attack or do something else they will 100% do so rather than move or attempt to get free. Thus kind of making it a bonus 2d6 on hit kind of skill and I can just use bursting arrow and hit multiple enemies or blinding arrow which will give me advantage on the next attack too. So I'm looking for ways o forcing movement in one way or another. The Telecinetic feat sounds like a really cool thing for that, it also gives invisible mage hand like the trickster rogue. Which would be pretty useful for out of combat activities. And I do intend to get 20 int anyway.
Also getting a Paladin to shove when they can Smite instead is never going to happen. :D And nor should she. She's been doing 40+ dmg hits with it in a single attack at level 4 and ending fights right away.
The Paladin could use Thunderous Smite to push the enemy 10 feat and knock him prone or Wrathful Smite to force him flee because of Frighten as well. It will require some coordination, but it’s totally feasible.
The Paladin could use Thunderous Smite to push the enemy 10 feat and knock him prone or Wrathful Smite to force him flee because of Frighten as well. It will require some coordination, but it’s totally feasible.
Okay, that's good to know. Though looking how its a bonus action/concentration it probably will never be used. Because of shield of faith is concentration and the divine smite is just part of the attack.
Unless you can use both a divine smite and a thunderous smite together? It would consume 2 spell slots I guess, but it should be possible right?
The Paladin could use Thunderous Smite to push the enemy 10 feat and knock him prone or Wrathful Smite to force him flee because of Frighten as well. It will require some coordination, but it’s totally feasible.
Okay, that's good to know. Though looking how its a bonus action/concentration it probably will never be used. Because of shield of faith is concentration and the divine smite is just part of the attack.
Unless you can use both a divine smite and a thunderous smite together? It would consume 2 spell slots I guess, but it should be possible right?
You can use both Divine Smite and Smite spells, but indeed it will burn spell slots like gasoline.
I think Grasping + Shadow Arrow is a pretty common combo. Of course it kinda sucks to blow both uses in round 1. But anything that blocks sight like Darkness or Fog Cloud would work too.
You can't use 2 arcane shots in one turn. It is limited to just one a turn. Not sure I understand how does blinding a target makes it move though?
There's a strong incentive to move if the alternative is to sit there suffering from blindness and all the associated drawbacks. Spellcasters are largely useless if they can't see, for example.
Too bad about the restriction on AA. As if they needed more of them. I could have sworn that I've heard people indorse that combo of shots though.
If you have a warlock, their "repelling blast" invocation is really useful for this!
In my party we have a "strategy" we call "rake 'em" in game where the druid casts spike growth, then my warlock blasts them pushing them 20 feet (10ft per blast) through the spikes doing 8d4 piercing from the movement + the actual blast damage
As an arcane archer I have the grasping arrow shot. Which among other things does 2d6 slashing dmg to a target that moves on it's own or is forcefully moved.
Outside of shove. Which isn't really an option on a low str/ranged character. How would one force/encourage enemies to move and take that additional damage?
I'm mostly looking for option for me personally to do this. Though allies synergies are also welcome. The other PC is a Paladin Oath of the Watcher. So moonbeam is one option for the synergy.
Gust is a cantrip that effectively works as a shove, though as a Fighter you’d need the Magic Initiate feat or a Wizard multiclass to get it, which might not be worth.
Wizard (Gandalf) of the Tolkien Club
I do plan on taking the Magic Initiate feat at some point. However using a whole action to cast gust that only pushes someone of medium size or smaller by 5ft. Indeed doesn't seem like it's worth it or it would be very situational, like a very high AC target with low str or something. Where them failing the str dc would be more reliable than me hitting them.
I was thinking more of some options that create hazards in an area. So that the enemy have to move and take 2d6 from grasping arrow or stay and take damage from the hazard. Or something that would allow me to push or otherwise move them as a bonus action or as a ranged attack. I think there is a battle master maneuver.
But idk if it can be used with a bow.Yes it can and it moves by 15 ft. So that's an option. Requires a feat too though.Team work is probably your best shot. Things like Thorn Whip, Command, Dissonant Whispers and Telekinetic feat can help.
I think Grasping + Shadow Arrow is a pretty common combo. Of course it kinda sucks to blow both uses in round 1. But anything that blocks sight like Darkness or Fog Cloud would work too.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
In tasha's I think they added a fighting style that gives a battle master maneuver.
There is also the new telekinetic feat which gives a ranged shove.
We don't have access to the Thorn Whip since its a druid spell, Command can't be used if it causes harm and Dissonant Whisper is a bard spell. And we only have an Arcane Archer and a Paladin.
The Telecinetic feat does look interesting though. With it's ranged bonus action shove with a DC based on int.
You can't use 2 arcane shots in one turn. It is limited to just one a turn. Not sure I understand how does blinding a target makes it move though?
So it's basically the same thing as the feat from PHB that gives access to maneuvers. Maybe my DM will allow me to learn it in downtime or something.
Fire is a good motivator. It could be magical (such as the immensely useful create bonfire) or mundane (a broken oil flask and a lit torch). An acid flask also works.
A charging barbarian (or even better, a bearbarian) also provides good motivtion to move.
Pretty much anything that forces the target to decide "move and take damage or stay here and take more damage?"
The thing is that if I'm not 1st in initiative then by the time it's my go everyone is already in melee range and they pretty much stay in one place for the rest of the fight. Because it seem like in 5e there is very little reason to ever move in combat. Casters don't provoke attacks of opportunity anymore. Ranged characters have crossbow expert. No flanking etc. So unless there is some kind of hazard in the area or you're one of those rare cases when you actually have to use a bow over crossbow like Arcane Archer then fights seem to be pretty static.
And even if I do move first and hit a target with no ranged attacks who is not in melee. Then they will never move anyway. Just attempt to remove the brambles or get an ally to remove them. Which is great too. I got 14DC on that so it's not that easy. And it happens that enemies use multiple turns to try to get free. Especially the low strength ones. But if they can attack or do something else they will 100% do so rather than move or attempt to get free. Thus kind of making it a bonus 2d6 on hit kind of skill and I can just use bursting arrow and hit multiple enemies or blinding arrow which will give me advantage on the next attack too. So I'm looking for ways o forcing movement in one way or another. The Telecinetic feat sounds like a really cool thing for that, it also gives invisible mage hand like the trickster rogue. Which would be pretty useful for out of combat activities. And I do intend to get 20 int anyway.
Also getting a Paladin to shove when they can Smite instead is never going to happen. :D And nor should she. She's been doing 40+ dmg hits with it in a single attack at level 4 and ending fights right away.
The Paladin could use Thunderous Smite to push the enemy 10 feat and knock him prone or Wrathful Smite to force him flee because of Frighten as well. It will require some coordination, but it’s totally feasible.
Okay, that's good to know. Though looking how its a bonus action/concentration it probably will never be used. Because of shield of faith is concentration and the divine smite is just part of the attack.
Unless you can use both a divine smite and a thunderous smite together? It would consume 2 spell slots I guess, but it should be possible right?
If your Paly Pal is using a Blunt weapon you could ask them to take the Crusher feat
You can use both Divine Smite and Smite spells, but indeed it will burn spell slots like gasoline.
Thunderwave is my go to move people spell.
There's a strong incentive to move if the alternative is to sit there suffering from blindness and all the associated drawbacks. Spellcasters are largely useless if they can't see, for example.
Too bad about the restriction on AA. As if they needed more of them. I could have sworn that I've heard people indorse that combo of shots though.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
If you have a warlock, their "repelling blast" invocation is really useful for this!
In my party we have a "strategy" we call "rake 'em" in game where the druid casts spike growth, then my warlock blasts them pushing them 20 feet (10ft per blast) through the spikes doing 8d4 piercing from the movement + the actual blast damage
The Battlemaster feat and fighting style could get you a couple uses of Pushing Attack... not many, but enough to match limited Arcane Shot uses.
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I'm going to make this way harder than it needs to be.