My DM is offering to let me (level 5 Dhampir Hexblade Pact of the Blade Warlock) choose between Cloak of Displacement and Mantle of Spell Resistance. I'm not sure which one to go for. I've got 38 HP, so in the short run Displacement seems like the better option, since we'll mostly be facing melee/ranged physical combatants. But bosses are sure to use magic. Which one should I go with? I've put both on my character sheet for the time being for those who don't know that items they are offhand.
As for an answer. The cloak protects against all attack rolls - even spell attack rolls (until you're hit of course). The Mantle only protects you against spells that have a saving throw - and it won't protect against general saving throws from the environment. Basically I feel like you'll get far more use out of the Cloak of Displacement - especially given what you've said you'll be facing in the campaign.
I'm inclined to agree with Emmber. As a Hexblade, you're going to be spending a lot of time in melee, so the Cloak of Displacement is going to get a lot of use, whereas the Mantle of Spell Resistance is very valuable against a specific subset of enemies.
The possible exception would be if your party is very small, or doesn't have any other casters. Someone should be expected to survive the Save-or-Suck spells, but it doesn't need to be you.
I think it is more likely for you to be attacked than to worry about spell saves. As your build leans toward particapating in the melee cloak of displacement seems to be the more useful choice.
I wouldn't choose based off mechanics. I think you'll get a more interesting result if you think about which one would be more attractive an option to your character. This is one of those instances of "it's what my character would do" being the right answer.
Works very well with Armor of Agathys. Keeps you safer in melee which Hexblades tend to focus on.
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I ran a wizard to 12th level. By the time I got the mantle (7th or 8th level?) nearly all the BBEG's had "spell like abilities" rather than spells proper. The mantle did not work for any of them. It was a huge waste of an attunement slot.
Sunbeam and Sunburst both give undead disadvantage on the saving throw to resist them, but that's about it as far as spells that have undead-specific effects handled by a saving throw.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The question is do you have other forms of protection while in combat? Do you use the Darkness spell with Devil Sight or planning on taking something like Shadow of Moil later? If you are then I would take the Mantle of Spell Resistance.
I don't. I normally built devil's sight/darkness on hexblades, but this one I went mask of many faces so he could hide his vampirism. I may end up getting them as I get more invocations, but I don't have them currently.
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My DM is offering to let me (level 5 Dhampir Hexblade Pact of the Blade Warlock) choose between Cloak of Displacement and Mantle of Spell Resistance. I'm not sure which one to go for. I've got 38 HP, so in the short run Displacement seems like the better option, since we'll mostly be facing melee/ranged physical combatants. But bosses are sure to use magic. Which one should I go with? I've put both on my character sheet for the time being for those who don't know that items they are offhand.
https://ddb.ac/characters/9847957/dH9ztN
Thank you for your time.
If you use the [ magicitem ] [ /magicitem ] codes (without spaces) you can link the items here - like so: Cloak of Displacement and Mantle of Spell Resistance.
As for an answer. The cloak protects against all attack rolls - even spell attack rolls (until you're hit of course). The Mantle only protects you against spells that have a saving throw - and it won't protect against general saving throws from the environment. Basically I feel like you'll get far more use out of the Cloak of Displacement - especially given what you've said you'll be facing in the campaign.
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I'm inclined to agree with Emmber. As a Hexblade, you're going to be spending a lot of time in melee, so the Cloak of Displacement is going to get a lot of use, whereas the Mantle of Spell Resistance is very valuable against a specific subset of enemies.
The possible exception would be if your party is very small, or doesn't have any other casters. Someone should be expected to survive the Save-or-Suck spells, but it doesn't need to be you.
Both are very good, but I think displacement is slightly better for frail characters.
Tanky characters (ie barbarian) get more use out of magic resistance to avoid spells that take them out of battle.
Depends a lot on who you are.
Party consists of 4 tanks + 1 ranged attack, get the Mantle. tanks do not need the AC protection and the ranged has them to occupy attackers.
Party consists of no tanks, then get the Cloak, you will be attacked.
As you are a hexblade, I suspect you will need AC protection more, so I suggest in your case get the Cloak.
I think it is more likely for you to be attacked than to worry about spell saves. As your build leans toward particapating in the melee cloak of displacement seems to be the more useful choice.
Keep your friends close, and enemies closer.
I wouldn't choose based off mechanics. I think you'll get a more interesting result if you think about which one would be more attractive an option to your character. This is one of those instances of "it's what my character would do" being the right answer.
I'll throw my vote to Cloak of Displacement.
Works very well with Armor of Agathys. Keeps you safer in melee which Hexblades tend to focus on.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I ran a wizard to 12th level. By the time I got the mantle (7th or 8th level?) nearly all the BBEG's had "spell like abilities" rather than spells proper. The mantle did not work for any of them. It was a huge waste of an attunement slot.
So even despite Dhampir being weak to spells across the living and undead spectrum, the better option is the Cloak?
"Weak to [undead] spells"? Like what?
The only undead targeting effects I can think of are features like turn undead which are not spells.
There are some spells, such as Chill Touch, which effect Undead targets differently, but they aren't very common.
There's a spell to dominate undead that wizards get, isn't there?
The Wizard (School of Necromancy) gets the ability Command Undead as a 14th level feature, but it is not a spell.
Fortunately, Warlocks are proficient in Charisma Saving Throws, so you'll probably be fine.
Intelligent Undead get advantage against this feature, and if you have an Int above 12, you can repeat the saving throw every hour.
Oh yeah. Advantage on saves wouldn't help against an attack spell though.
Sunbeam and Sunburst both give undead disadvantage on the saving throw to resist them, but that's about it as far as spells that have undead-specific effects handled by a saving throw.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The question is do you have other forms of protection while in combat? Do you use the Darkness spell with Devil Sight or planning on taking something like Shadow of Moil later? If you are then I would take the Mantle of Spell Resistance.
I don't. I normally built devil's sight/darkness on hexblades, but this one I went mask of many faces so he could hide his vampirism. I may end up getting them as I get more invocations, but I don't have them currently.