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    posted a message on help me for a barbarian multiclass

    Which maneuvers were you thinking of choosing if you went the Battlemaster route?

    Which runes would you choose if you went the Rune Knight route?

    Posted in: Tips & Tactics
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    posted a message on Help making a sorcerard
    Quote from sputnik333 >>

    Thank you very much.

    I was thinking that i wanted to primarily be a spellcaster, however my dex isn't that high, my stats are like follows: str 8 dex 13 con 16 int 13 cha 19.

    So i am leaning towards the collegde of elequence bard and then be the face of the party.

    I am thinking first going 2 levels in sorc then 2 bard and so on until i reach sorc6/bard6 and then continue in sorc for the rest. Does it sound like a good way to do it?

     If you do that, then you'd have a bunch of higher level spell slots that you can only use for upcasting spells.  If you didn't multiclass, you'd have acccess to level 6 spells at level 11.  Instead, being a Sorc 6 Bard 6 means that you can only cast 1st, 2nd, and 3rd level spells even though you'd have a 6th level spell slot (and two 5th level slots and three 4th level slots).  Instead of single classing and getting access to Mass Suggestion at level 11, you'd have to wait all the way until level 17 to get access to that spell (at which time a single classing spellcaster would have access to level 9 spells). 

    Heck, you won't even get to spells like Fly and Fireball until a few levels after a single classing character would get those spells.  If you go Sorc 4 Bard 4, then you won't be getting Fly or Fireball until you reach level 9.  On the bright side, by the time you get those spells, you won't be limited to casting them just two or three times per day, you'll be able to cast them more than half a dozen times per day by the time you finally can learn them.  But I think it's much more fun to learn Fireball and Fly at level 5 than to learn them at level 9.

    Posted in: Tips & Tactics
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    posted a message on Hexblade PWNs Big Bad Flying Thing?
    Quote from scatterbraind >>

    Yes but then you're a Hexblade with a bow, which is objectively worse than just using Eldritch Blast and leads you to wonder why you're even a Hexblade in the first place. Also, as far as I know Eldritch Smite is much less of a "you'd take this anyway" type of invocation than is being implied here. There are a lot of good invocations, and this one often doesn't make the cut.

    As TD said earlier, you're really not likely to have this combo unless you're specifically building for it. That's why it's not mentioned much.

     It is not objectively worse.  Eldritch Blast is a D10, and a Longbow is just a D8, but a Longbow can be boosted by Sharpshooter, or by using a magical weapon, whereas Eldritch Blast doesn't get either of those.

    In a game with no magical gear and no feats, Eldritch Blast is better than a Hexbow.  But I don't know of anyone that runs their games that way.

    Posted in: Tips & Tactics
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    posted a message on Shadow touched is one of the strongest feats.

    Leave the single target damage dealing to the martial characters and the Agonizing Blast Warlocks.  Spellcasters have other roles to fill in the party. 

     

    There will occasionally be some parties that are very light on the martial characters and need more single target damage from the spellcasters, but in most parties (especially in larger groups), you can focus on other things like multi target damage, buffs, debuffs, crowd control, etc. and let the martial characters do what they do best.  It's much more fun to focus on what your character is best at doing, and to not try to step on the toes of the other characters that want to do what they're best at doing.  Especially if you're not going to be anywhere as good as they are at it.

    Posted in: Tips & Tactics
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    posted a message on Help deciding on 4th Level ASI/Feat

    The damage reduction on Heavy Armor Master is good in tier 1, but once you reach tier 2, it starts to decline rapidly.

    If your party is melee heavy, then +2 Charisma to boost your aura that you get at level 6 from +4 on saving throws to +5 on saving throws will basically be a +1 to all saving throws for you and a few other people in your party.  That's a fantastic bonus.  Once you get into tier 2, you'll find that saving throws start becoming much more important.  At levels 4 and 5, the Charisma boost won't be nearly as useful.  So one thing to consider is how much time you expect to spend in levels 4 and 5, and how soon the campaign ends.  If the campaign is ending at level 6, then Heavy Armor Master would be a great choice.  But if the campaign is going up to level 12, then Heavy Armor Master would be a horrible choice.

    From your post, I would guess that the campaign is going up into the double digits for PC level, so I would go with the +2 Charisma. 

    But you also have to consider how often your group lets PCs get killed off and replaced by new characters.  Some groups play much more recklessly and the DMs up the difficulty, which means that PC deaths are more common (which isn't necessarily a bad thing: it lets you try out more characters, and building a new character is one of the highlights of D&D for many players).  In this case, even if your campaign goes up to level 15, your PC might die at level 5.  But if your group is very sentimental and the DM doesn't increase the difficulty because you want to dominate every fight and feel like superheroes and never lose any of your characters, then it's a safe bet that your current PC will make it to the end of the campaign.

    Posted in: Tips & Tactics
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    posted a message on Drop/pick-up weapons in combat?

    If you're up in melee range, a good DM might have your opponents pick up your weapon after you drop it, or they might kick/throw it to someplace else on the battlefield.

    Posted in: Rules & Game Mechanics
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    posted a message on Favorite strategic/control spells?

    Recently I've found Fog Cloud to be quite useful against enemy spellcasters.  It shuts down most spells (not Fireball of course), because most spells require you to see your target.  Upcasting it with a 2nd level spell slot fills up a huge area on the battlefield.

    https://twitter.com/jeremyecrawford/status/705101071123787776?lang=en

    And per Jeremy Crawford, it even prevents spellcasters with True Sight from casting spells that require them to see their target.

     

    Posted in: Wizard
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    posted a message on Artisan's Blessing: What's the Point?

    If you can't sell it, it doesn't have value.  That's how its value is determined.

    D&D 5e isn't meant to be like some video game where you can loot gear off every enemy you kill and sell it all to a merchant in town for money.  Of course the DM can choose to make it that way, but that's not how it's supposed to be according to the rules as written.

    If your DM wants to do it that way, it's your DM's right to do that.  If you want to change the rules to make the Forge Cleric more powerful, it's the DM's right to do that.  But you need to be very careful when changing the rules to make a PC more powerful, especially when it's something like a Forge Cleric that really doesn't need a DM to make houserules to make it more powerful.

    Posted in: Cleric
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    posted a message on Artisan's Blessing: What's the Point?
    Quote from Jounichi1983 >>

    Dude, you're not going to one-up me by quoting the section of the rules I just invoked. The DM assigns the value of what has been looted. End of discussion.

     If it's not in good enough condition to sell, then how is it not worthless?

    How much clearer do they need to spell things out for you?  

    Posted in: Cleric
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    posted a message on Artisan's Blessing: What's the Point?
    Quote from Jounichi1983 >>
    Quote from gabrielrockman >>
    Quote from Medgnoon >>

    1st level characters, just killed your first band of goblins or kobolds.  The poor quality daggers and short swords collected is now the fuel/ material for your Forge Cleric to make chainmail for your fighter, then a longsword or a battle-axe that he previously could not afford. Studded armor for your rogue. Beautiful new mace or a  shield with his holy symbol emblazoned on the front. Imagine you are in a dungeon and realize after your first encounter that only magic works because you have no silver weapons. Silver coins or trinkets just became a longsword and an axe. If your DM is creative, you could all be captured and disarmed. As you figure out how to escape and end up with a surplus of bad gear, the cleric makes better gear as you find places to rest and hide. New spell book with ornate silver binding as a gift to a wizard. , a plethora of throwing axes and daggers and arrows. You need an offering to a strange frog worshipping cult in the swamp, bam, beautiful detailed metal statue. The 100 gp limit is also a fluid limit designed to keep you from making it a cash machine, but a DM has the power to allow or deny as it makes sense. This game is about imagination. Expand yours and be creative.

    Argue for your limitations, and sure enough, they're yours.

     
    Poor quality daggers and shortswords can't be turned into chain mail.  Bad gear can't be turned into better gear.  The Channel Divinity requires that you lay out metal equal to the value of the object that you create.

    And the 100gp limit isn't fluid.  It's very rigid RAW.

    Of course, a DM can ignore RAW and make house rules that override the RAW, but of course the DM could choose to give you the benefits of the Forge Cleric's level 17 ability at level 1.  DMs can do whatever they want.  But if you're suggesting that the way to "fix" a Cleric ability is to make it far more powerful than it is according to RAW, then you're entering very dangerous territory.  DMs need to be extremely careful about making PCs much more powerful than they should be according to RAW.

     "Poor quality" isn't defined anywhere in the rules. Yes, there is the general rule for arms, armor, and other equipment, but that doesn't mean anything recovered is intrinsically intrinsically worthless. If a player character steals a goblin's scimitar, is it too crappy to cast green-flame blade? What about a hobgoblin's longsword? An orc's greataxe?

    If something has a value that is undefined, then the DM assigns it a value. This is the RAW.

     Basic Rules, page 45:

    "Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."

    Posted in: Cleric
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    posted a message on Artisan's Blessing: What's the Point?
    Quote from Medgnoon >>

    1st level characters, just killed your first band of goblins or kobolds.  The poor quality daggers and short swords collected is now the fuel/ material for your Forge Cleric to make chainmail for your fighter, then a longsword or a battle-axe that he previously could not afford. Studded armor for your rogue. Beautiful new mace or a  shield with his holy symbol emblazoned on the front. Imagine you are in a dungeon and realize after your first encounter that only magic works because you have no silver weapons. Silver coins or trinkets just became a longsword and an axe. If your DM is creative, you could all be captured and disarmed. As you figure out how to escape and end up with a surplus of bad gear, the cleric makes better gear as you find places to rest and hide. New spell book with ornate silver binding as a gift to a wizard. , a plethora of throwing axes and daggers and arrows. You need an offering to a strange frog worshipping cult in the swamp, bam, beautiful detailed metal statue. The 100 gp limit is also a fluid limit designed to keep you from making it a cash machine, but a DM has the power to allow or deny as it makes sense. This game is about imagination. Expand yours and be creative.

    Argue for your limitations, and sure enough, they're yours.

     
    Poor quality daggers and shortswords can't be turned into chain mail.  Bad gear can't be turned into better gear.  The Channel Divinity requires that you lay out metal equal to the value of the object that you create.

    And the 100gp limit isn't fluid.  It's very rigid RAW.

    Of course, a DM can ignore RAW and make house rules that override the RAW, but of course the DM could choose to give you the benefits of the Forge Cleric's level 17 ability at level 1.  DMs can do whatever they want.  But if you're suggesting that the way to "fix" a Cleric ability is to make it far more powerful than it is according to RAW, then you're entering very dangerous territory.  DMs need to be extremely careful about making PCs much more powerful than they should be according to RAW.

    Posted in: Cleric
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    posted a message on Tempest Cleric / Storm Sorcerer - My Most Fun Build
    Quote from gabrielrockman >>
    Quote from Dark_Knight77 >>

    Are you thinking of GFB, which affects 2 targets?

    Booming Blade still meets the parameters for twinning. It only affects one target and it's range is not Self, it's Self xyz(5'), which are very different. Per Jeremy Crawford, Self (xyz') does not prohibit twinning.

     
     

     
    Do you have any proof that Self (xyz) does not prohibit twinning according to Jeremy Crawford?

     
    Here's my proof that you're wrong:
    https://youtu.be/xUOaQ_XY7wE?t=720

    Posted in: Cleric
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    posted a message on Tempest Cleric / Storm Sorcerer - My Most Fun Build
    Quote from Dark_Knight77 >>

    Are you thinking of GFB, which affects 2 targets?

    Booming Blade still meets the parameters for twinning. It only affects one target and it's range is not Self, it's Self xyz(5'), which are very different. Per Jeremy Crawford, Self (xyz') does not prohibit twinning.

     
     

     
    Do you have any proof that Self (xyz) does not prohibit twinning according to Jeremy Crawford?

    Posted in: Cleric
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    posted a message on Strongest and Weakest Classes Poll
    Quote from Chicken_Champ >>

    Fighters do MUCH more damage than rogues at most tiers, and have much higher AC than Barbarians. If you played a Battlemaster and weren’t the hands-down rockstar of the group, then it sounds like your group’s uneven ability score distributions made you feel weaker than you should have been. That, or you just didn’t optimize feats and maneuvers effectively…

    You absolutely should branch out and try some other classes, but you’ll find that all the other martial classes have to make significant compromises in areas (feat selection, AC, abilities per day, action economy, etc) that Fighters are just good at. 

     
    Rogues are much better at the exploration and social aspects of the game, and Fighters are better at the killing stuff aspect of the game.  It's the intent of the game designers that this be the case.  How these two classes compare to each other will vary from game to game because some games will emphasize exploration and social more than other games will.  But the Fighter should always be doing more damage than the Rogue in every game.  In some games, being good at sneaking around, at lock picking, at deception, at insight, etc. will be more important than being able to kill stuff faster.

    The Fighter's ability to kill stuff faster doesn't make them the best class.  It makes them the best class in the way some people's games go.  But in other games, a Rogue is going to be much better.  But the Fighter is definitely the best martial class at killing stuff.

    That's why the whole premise of this thread is a flawed.  Hopefully we can all at least agree that the PHB Ranger sucks.  But the Ranger subclasses in Xanthar's, and the upgrades in Tasha's help close this gap.  But when it comes to comparing a Wizard to a Fighter, how the hell are you supposed to make this comparison?  They do completely different things.

    Posted in: Tips & Tactics
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    posted a message on Strongest and Weakest Classes Poll
    Quote from Bluepanther512

     Mistyped on scimitar. Still, You are forgetting that you’re not even factoring in any races, Vhuman can get sharpshooter or ANY OTHER FEAT. Spellcasters can cast powerful spells, sure, but they can only do it a couple times. Got two encounters per long rest? If you’re not expecting more than one, your spellcaster is casting d10 cantrips at best. Some bards will be doing 1d4 if you choose even one utility cantrip. I factored in HM for the first post (2d8 or 9 plus 1d6 or 3 plus 3)

     
    If we're talking level 1, spellcasters only get 2 spell slots.  But even at level 3, spellcasters get 6 spell slots.  Clerics also get their Channel divinity once per short rest, Warlocks get 2 level 2 spell slots per short rest instead of 4 level 1 and 2 level 2 spell slots per long rest, Sorcerers get Sorcery points, Wizards get Arcane Recovery, etc.

    Oh, and with Hex + Agonizing Blast, a Warlock is doing much more than just a D10 of damage per attack.

    And a Cleric could be casting a cantrip (or smacking something with their weapon) with their action and also attacking with their Spiritual Weapon as a Bonus Action for the entire combat (at the cost of just one level 2 spell slot).

    A Variant Human War Cleric could definitely choose Great Weapon Master because of how it works so well with their channel divinity.

    Posted in: Tips & Tactics
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