I'm playing a gish (literally, as he's githyanki space pirate) on a Westmarch server. Fighter 2/Wizard (Chronurgy) 6, and taking Wizard the rest. On the fighter side, he's Str based, with adamantine full plate and a greatsword enchanted with an Ild rune for an extra d6 fire damage. He has Tough (Wildspacer background) and Lucky. In combat, his melee is primarily attacking with Green-Flame Blade for the quasi-AoE, using spells like Blur and Haste to buff himself, and time shenanigans to mess with rolls (Lucky, Chronal Shift, and Silvery Barbs). Or he can also play the more traditional wizard with fireball and battlefield control stuff, just less squishy and with Action Surge.
I can respec once before level 9. His build so far has performed extremely well so far, but I can't decide between keeping Defense (for 19 AC) or switching to GWF (with a 3d6 weapon). Eventually, I know neither will be critical. Enemies get more accurate on the attack roll. And the few points of average damage from GWF will be overshadowed by stuff like Tenser's Transformation for melee or big AoE spells. In the interim, however, not sure which way to go.
A natural 19 attack roll with a +19 bonus to hit can miss 39 armor class if it isn't a critical hit. Might be achievable with certain magic item/spell combinations.
A natural 19 attack roll with a +19 bonus to hit can miss 39 armor class if it isn't a critical hit. Might be achievable with certain magic item/spell combinations.
I can respec once before level 9. His build so far has performed extremely well so far, but I can't decide between keeping Defense (for 19 AC) or switching to GWF (with a 3d6 weapon). Eventually, I know neither will be critical. Enemies get more accurate on the attack roll. And the few points of average damage from GWF will be overshadowed by stuff like Tenser's Transformation for melee or big AoE spells. In the interim, however, not sure which way to go.
I don't think Tensor's is ever a good spell, so I would not bank on that. Haste is better in melee than Tenser's. The problem is the extra temp hit points dont make up for the weaker AC and lack of reaction spells.
I don't think Tensor's is ever a good spell, so I would not bank on that. Haste is better in melee than Tenser's. The problem is the extra temp hit points dont make up for the weaker AC and lack of reaction spells.
Personally I think tenser's transformation is fine, the cost of it being 6th-level depends a lot on what else you want your 6th-level slots for; 50 temporary hit-points is reasonable compensation for the lack of AC bonus, and it gives you better attacks (2 with advantage and average 13 extra damage per hit up to 4 with Action Surge, vs. haste having 2 unaugmented attacks up to 3 with Action Surge). The cost for haste ending is also brutal if it happens during a fight, as you basically lose an entire turn, whereas tenser's is reasonably avoidable and not that bad if it does happen (though it is lingering).
The big drawback of both is that they require an action to activate, meaning you'd have to burn action surge to activate either of them and still get a normal turn in. On that basis I'm a fan of tasha's otherworldly guise as an alternative to both as a 6th-level pick; bonus action to activate, same +2 AC bonus for defence as haste, flying speed for similar or superior mobility to haste, situational immunities (not commonly useful, but broad enough to be useful some of the time) for some extra potential defence, same attacks as tenser's with spellcasting modifier for the rolls. Basically it's superior to haste, not quite as strong as tenser's for offence, but a lot easier to setup than both.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
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I'm playing a gish (literally, as he's githyanki space pirate) on a Westmarch server. Fighter 2/Wizard (Chronurgy) 6, and taking Wizard the rest. On the fighter side, he's Str based, with adamantine full plate and a greatsword enchanted with an Ild rune for an extra d6 fire damage. He has Tough (Wildspacer background) and Lucky. In combat, his melee is primarily attacking with Green-Flame Blade for the quasi-AoE, using spells like Blur and Haste to buff himself, and time shenanigans to mess with rolls (Lucky, Chronal Shift, and Silvery Barbs). Or he can also play the more traditional wizard with fireball and battlefield control stuff, just less squishy and with Action Surge.
I can respec once before level 9. His build so far has performed extremely well so far, but I can't decide between keeping Defense (for 19 AC) or switching to GWF (with a 3d6 weapon). Eventually, I know neither will be critical. Enemies get more accurate on the attack roll. And the few points of average damage from GWF will be overshadowed by stuff like Tenser's Transformation for melee or big AoE spells. In the interim, however, not sure which way to go.
Thoughts? (Also posting on the Fighter forum)
A natural 19 attack roll with a +19 bonus to hit can miss 39 armor class if it isn't a critical hit. Might be achievable with certain magic item/spell combinations.
History:
(っ'-')╮ =͟͟ 🔥「sword, servant, hound, memory, mind, horse, lord, bolt, smoke, sight」
How many enemies have a 39 AC?
I don't think Tensor's is ever a good spell, so I would not bank on that. Haste is better in melee than Tenser's. The problem is the extra temp hit points dont make up for the weaker AC and lack of reaction spells.
I would take defense or superior technique.
Personally I think tenser's transformation is fine, the cost of it being 6th-level depends a lot on what else you want your 6th-level slots for; 50 temporary hit-points is reasonable compensation for the lack of AC bonus, and it gives you better attacks (2 with advantage and average 13 extra damage per hit up to 4 with Action Surge, vs. haste having 2 unaugmented attacks up to 3 with Action Surge). The cost for haste ending is also brutal if it happens during a fight, as you basically lose an entire turn, whereas tenser's is reasonably avoidable and not that bad if it does happen (though it is lingering).
The big drawback of both is that they require an action to activate, meaning you'd have to burn action surge to activate either of them and still get a normal turn in. On that basis I'm a fan of tasha's otherworldly guise as an alternative to both as a 6th-level pick; bonus action to activate, same +2 AC bonus for defence as haste, flying speed for similar or superior mobility to haste, situational immunities (not commonly useful, but broad enough to be useful some of the time) for some extra potential defence, same attacks as tenser's with spellcasting modifier for the rolls. Basically it's superior to haste, not quite as strong as tenser's for offence, but a lot easier to setup than both.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.