So I am currently playing a 5th level (about turn 6th) Battle Smith in a small party with a Dao Genie Warlock doing the cheese grater thing and at my next level it turns out that the following things are true: 1) My character has too many "good" attuned items to take both Repulsion Shield and Radiant Weapon 2) For party synergy reasons, I have some incentive to take Repulsion Shield and also drop my AC a little (minus armor infusion) so a few enemies might hit me 3) This leaves me with an open slot I could lend to the Warlock
Also, the Warlock currently only has Repelling blast and will not have Hadar's until level 7.
This brings me to the idea of giving the Warlock Boots of the Wandering Path for "tactical mid air repositioning"
As written, the boots do not state that the 15 feet of teleportation must be on the ground, so I assume they should work with midair repositioning as well, but am I reading this wrong? If not it could add a whole extra 15 feet of flying to allow the warlock to quickly fly back and forth to either side of a spell effect area like spike growth to compensate for only single direction of forced movement. This is especially useful since the party Warlock currently has no good use for bonus actions. It would be even better if it were possible to do this in the middle of an Eldritch blast, but I am pretty sure "instantaneous" means no bonus actions between beams.
On another note, I am kind of shocked how many built in features of the Artificer stack well with this concept (Thorn whip, Repulsion Shield, Good Concentration + Web, etc). Now if I could just find a reasonable way for the Artificer to be the one casting spiked growth and give the enemies extra incentive to focus attacks on the armored one...
The tactic makes perfect sense to me. And yes, you're right... unlike the Attack Action, which can be split up with movement and bonus actions between attacks, Eldritch Blast fires all at once so you can't reposition between shots.
But yeah, I hadn't noticed just how many battlefield positioning spells and features Artificers get access to... it's really too bad they don't have more persistent AOE spells... is it just Web and Grease? Either way, it's still helpful, even if someone else is casting the spell.
I think the main "problem" with the boots is, that they can only teleport to a place you occupied that turn, but if you fly above the AoE and divert to the side the enemy tries to flee to, then use the boots to reset a bit that should work.
The tactic makes perfect sense to me. And yes, you're right... unlike the Attack Action, which can be split up with movement and bonus actions between attacks, Eldritch Blast fires all at once so you can't reposition between shots.
But yeah, I hadn't noticed just how many battlefield positioning spells and features Artificers get access to... it's really too bad they don't have more persistent AOE spells... is it just Web and Grease? Either way, it's still helpful, even if someone else is casting the spell.
Thanks! I'll let you know how it goes. I will probably find out tomorrow. I am a fan of teamwork when it can be managed, but the potential of super good concentration checks on Artificers may keep me looking for some option I can use to put it to good use. I suppose there is Create Bonfire as an option too, but one square seems difficult to use effectively as a whole party.
I think the main "problem" with the boots is, that they can only teleport to a place you occupied that turn, but if you fly above the AoE and divert to the side the enemy tries to flee to, then use the boots to reset a bit that should work.
Yeah reusing movement from the beginning of the turn after my attack was basically the plan. On paper it seems like it might work but I'll know after I try it out. Thanks for the feedback!
So I am currently playing a 5th level (about turn 6th) Battle Smith in a small party with a Dao Genie Warlock doing the cheese grater thing and at my next level it turns out that the following things are true:
1) My character has too many "good" attuned items to take both Repulsion Shield and Radiant Weapon
2) For party synergy reasons, I have some incentive to take Repulsion Shield and also drop my AC a little (minus armor infusion) so a few enemies might hit me
3) This leaves me with an open slot I could lend to the Warlock
Also, the Warlock currently only has Repelling blast and will not have Hadar's until level 7.
This brings me to the idea of giving the Warlock Boots of the Wandering Path for "tactical mid air repositioning"
As written, the boots do not state that the 15 feet of teleportation must be on the ground, so I assume they should work with midair repositioning as well, but am I reading this wrong? If not it could add a whole extra 15 feet of flying to allow the warlock to quickly fly back and forth to either side of a spell effect area like spike growth to compensate for only single direction of forced movement. This is especially useful since the party Warlock currently has no good use for bonus actions. It would be even better if it were possible to do this in the middle of an Eldritch blast, but I am pretty sure "instantaneous" means no bonus actions between beams.
On another note, I am kind of shocked how many built in features of the Artificer stack well with this concept (Thorn whip, Repulsion Shield, Good Concentration + Web, etc).
Now if I could just find a reasonable way for the Artificer to be the one casting spiked growth and give the enemies extra incentive to focus attacks on the armored one...
The tactic makes perfect sense to me. And yes, you're right... unlike the Attack Action, which can be split up with movement and bonus actions between attacks, Eldritch Blast fires all at once so you can't reposition between shots.
But yeah, I hadn't noticed just how many battlefield positioning spells and features Artificers get access to... it's really too bad they don't have more persistent AOE spells... is it just Web and Grease? Either way, it's still helpful, even if someone else is casting the spell.
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I think the main "problem" with the boots is, that they can only teleport to a place you occupied that turn, but if you fly above the AoE and divert to the side the enemy tries to flee to, then use the boots to reset a bit that should work.
Thanks! I'll let you know how it goes. I will probably find out tomorrow.
I am a fan of teamwork when it can be managed, but the potential of super good concentration checks on Artificers may keep me looking for some option I can use to put it to good use. I suppose there is Create Bonfire as an option too, but one square seems difficult to use effectively as a whole party.
Yeah reusing movement from the beginning of the turn after my attack was basically the plan. On paper it seems like it might work but I'll know after I try it out. Thanks for the feedback!
As it turns out, the boots were not terribly useful. I dropped them immediately after getting to level 7.