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    posted a message on Eldritch Knight!

     

    Quote from cbwroses >>

    You know, this may be due to inexperience (I've only played twice years ago and never as an EK), but it seems to me that I've seen a lot of posts being concerned about the ability to cast somatic spells.

    Why can't we just sheathe or drop our weapon and cast the spell? The PHB says that is one thing that can be done in tandem with our movement/action. It also lists stuff like picking up a dropped axe, pulling a lever, handing an item to another character, and several other things. Now I can understand it being an issue if your AC is affected by having your weapon in hand, or you want to keep a weapon in hand in case you get an attack of opportunity (I plan to dual wield so I'll have a weapon in hand regardless), but other than that, I don't see what the problem is.

    Am I missing something? Or is it that most of the people making said posts are forgetting how quickly and easily they're allowed to stow their weapons?

     
    Stowing a weapon is an action. But if you're just casting a spell, you can use your free action to drop your weapon, action to cast. Then next turn you can "interact with an object" as part of your attack or movement to pick it back up. Or if you hadn't moved in the same turn you cast the spell, you can do it then as well.
    Posted in: Fighter
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    posted a message on Eldritch Knight!

     

    Quote from cbwroses >>

    Question: How do I apply the Weapon Bond feature using the interface? I increased the level of my Fighter just to see how the new options were added to the interface (I put it back to level 1 when I finished), and I saw there was a panel acknowledging that EK could use Weapon Bond, but I didn't see a way to designate any of my weapons as being bound to me. I hope that it's not something that I'm just supposed to keep track of on my own. That wouldn't be a big deal, but it seems flawed when everything else seems to be covered.

     
     You can customize the weapon name in the attacks section.
    Posted in: Fighter
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    posted a message on Hexblade Archer

     

    Quote from InquisitiveCoder >>

    Champion is a terrible subclass.

     
    Champion is not actually that bad with the right build. I am building a critical-based GWF/Great Weapon Master Barbarian/Fighter. My plan is to get 3 attacks and use Reckless Attack and a high crititcal range to do massive amounts of damage. Reckless Attack makes the -5 to hit not as bad and combined with the improved critical, gives you a nearly 20% the chance to crit on each attack.
    With this build, you have 2 options to make it even better:
    • Use a Greataxe and play as a Half-Orc to get more damage dice on a crit. You can also get Brutal Critical from barbarian to increase that even further.
    • Get your hands on a Flame Tongue Greatsword. Any critical with it does 8d6 damage. GWF fighting style is also great with the Greatsword because it gives more opportunites to reroll damage.

    I have the second build with a strength belt and I can easily pump out close to 200 damage in a single round with just 1 crit/kill and an action surge. And I don't even have my third attack yet.

    As for how this could pertain to this concept of an archer:

    If you go with the Eldritch Smite, being able to crit more often can make for some brutally nasty turns, especially if you can get advantage on attack rolls and combine it with Elven Accuracy for a nearly 30% crit chance on each attack. If Elven Accuracy doesn't appeal to you, you could play as a Kobold and get pack tactics for the advantage. Or just use Darkness + Devil's Sight. Crossbow Expert for another attack, and Sharpshooter for more range and damage.

    The point of this comment is that if you build a character to focus on getting critical hits, the Champion subclass is actually very good. Two of my fighters are Champions (one of which is an archer) and I don't regret the choice at all.

    Posted in: Rules & Game Mechanics
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    posted a message on Mordenkainen’s Tome of Foes (MToF) content

    No subclasses because it's strictly about races and monsters, like Volo's. More (sub)classes will probably come out in one of the following two supplements.

    Posted in: General Discussion
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    posted a message on D&D Beyond - Pricing & Purchase FAQ & Discussion

     

    Quote from MonkeyDave >>

     

    Quote from mjsoctober >>

     

    Quote from SneakZ >>

     

    Quote from ArwensDaughter >>

     

    Quote from SneakZ >>

    I have most of the 5e books. im starting a new campaign with new players and want to use the website for easy character creation for them. 

     

    How do i unlock the books on dnd beyond, i have the receipt.  do i really have to pay full price again to unlock here?

     
    I hope you do take Stormknight's advice and read  the first page or so of this thread.   I do want to point out a few things:
    -the "books" here are, technically speaking, not full price:  The full price for each of the core books is $50.  Prices at places like Amazon are another matter, but those prices are not full price either.
    -You don't necessarily need to purchase the whole book.  You can purchase just the player options you (or your players) need;  If you or your players have the time, you can also homebrew some elements (like backgrounds)
    -If you want to share character creation resources with your players, you will need a Master Tier subscription too.  If, however, your players already know what they want to play, they could just buy the elements they need for the character (in which case you wouldn't need a Master Tier subscription).
     
     so in other words yes you have to buy things again ok ty ill use another service.
     
     SneakZ, I'm curious which other service you plan to use? Any web site that has legitimate, legal copies of the books in digital format will charge you for them. The only way to get that content without paying is to pirate it, which is not cool.
    For the record...
    1. D&D Beyond is not owned by Wizards of the Coast.
    2. D&D Beyond is owned by Curse, which is owned by Twitch, which is owned by Amazon.
    3. D&D Beyond (aka Curse/Twitch/Amazon) did not sell you the physical books - Wizards of the Coast did.
    4. D&D Beyond (aka Curse/Twitch/Amazon) has to pay a licencing fee to WotC for the rights to resell their content in a new format (this web site), just like all the other legitimate web sites like Roll20 and Fantasy Grounds.

    For these reasons, you cannot get a free/discounted copy of the book here, because what you paid for was a physical book from WotC, not a digital format from D&D Beyond, just like when you buy the physical copy of a novel you don't get the digital/audio version for free/discounted.

     
     1-2. So what? They are contracted by WotC to provide a service. I'm assuming that negotiations took place for that contract. Those negotiations could have included reduced licensing fees if Curse/WotC really wanted.
    3. Well, I bought my PHB on Amazon so actually they did sell me my book.
    4. Again, see 1-2.
     
    For the vast majority of players, they are only interested in having an easy to use character generator that takes the information from the books they bought and puts it into a character sheet conveniently. Now, you can make the argument that that isn't what DNDB is. But it is what a lot of players seem to want. So from that perspective, the idea of paying an extra 50% on top of the physical book price for the ability to have a conveniently filled out character sheet seems a lot.
    Add to that that MPMB was considered perfectly legal, existing on DMsGuild right up until XGTE was about the drop, and people are double pissed.
     
    Was it Amazon that sold you the book? Or a 3rd party seller who bought it from WotC and sold it through Amazon's platform?
    The character builder info only costs about a total of $90 in bundles plus the compendium content for the PHB. If that's all you want, it's already extremely discounted for you.
    Posted in: D&D Beyond Feedback
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    posted a message on I want to make a curse casting PC, what class though?

    A hexblade warlock is pretty close to this. Although the casting part is pretty limited in this instance, they can use the Hex spell and the Hexblade's Curse. They also have a few other spells that can be considered similar to curses. If you want more spell slots, you could always multiclass. As you can use spell lots from other classes to cast warlock spells and vice versa.

    Another option is to use one of the fan-made classes from the DM's Guild or design your own. Personally one class I'd like to see become official is a Witch class (like the one I sorta started designing) which is sort of a cross between the sorcerer (spellcasting-style and magic origin) and the warlock (theme), but also has its own unique gimmick.

    Posted in: Tips & Tactics
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    posted a message on Sorcadin build

    Vengeance Paladin and Divine Soul Sorcerer

    Posted in: Paladin
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    posted a message on Missing Rules - Ritual Casting

    It does now. The link must have changed.

    https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting#Rituals

    Posted in: D&D Beyond Feedback
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    posted a message on Ranger into Rogue Multiclass Question

    If you're level 10, I'd go 5 ranger, 5 rogue.

    This gets you the benefits of 2nd level spells and extra attack from the ranger. The subclass feature isn't that important.

    It also gets you expertise, 3d6 sneak attack, cunning action, and uncanny dodge.

    Posted in: Ranger
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    posted a message on D&D Beyond - Pricing & Purchase FAQ & Discussion

    Even if they did offer a way to unlock a D&D Beyond copy from a physical code, they would probably just raise the price of the physical copies to compensate for the loss of license revenue. You'll end up paying for it one way or another.

    Posted in: D&D Beyond Feedback
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    posted a message on Guides, Tables, and Other Useful Resources

    Added links to the forum topics for the browser extensions to the D&D Beyond Guides, FAQs, and Resources section.

    Posted in: Tips & Tactics
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    posted a message on Can a hexblade steal a weapon?

    Agree with Metamongoose. It should have woken you up by screaming in your head, maybe playing some 80's rock music, idk. It shouldn't be that easy to steal a sentient weapon. A normal magic weapon, perhaps, but not a sentient one you're attuned to.

    Posted in: General Discussion
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    posted a message on Centralized location for resistances? Maybe damage type drop box for when you take damage?

    I feel like resistances and immunities should also be listed on the health box, so the user can be reminded when something affects their health.

    Posted in: D&D Beyond Feedback
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    posted a message on A Buyer's Guide for DnD Beyond

    Another strong piece of advice is to watch the developer updates! They give some cool previews of coming features and answer a lot of questions you might have there.

    Posted in: General Discussion
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    posted a message on Sorcadin build

    Currently level 13 and have several more magic items now. He's incredibly hard to hit. (25 AC, shield, shield of faith, and cloak) His main weakness is automatic damage. Aura of Protection, Absorb Elements, and Favored by the Gods help a lot. I ended up taking a level of hexblade actually and am now almost solely reliant on Charisma. It also gives me a spell slot I can reuse for smiting, converting into sorcery points, or healing.

    Posted in: Paladin
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