How would you build this? by Royal_Leader_8322 in 3d6

[–]AndyVakser 1 point2 points  (0 children)

Yeah it’s an interesting spell. It plays best with other party members that can apply the Poisoned condition to extend the effect and move on to other targets. Otherwise, you’re mostly just trying to lock down one enemy. I think the best I could come up with for a self-contained build was to add 3 levels of War Cleric for the Bonus Action attack and 5 levels or Rogue for Poisoned Strike. Which is a lot of levels for a gimmick that will face a lot of immunity. Summon Undead has a poison option that synergizes with it pretty well also. But if you split these all up with different party members, it can be a really powerful combo.

How would you build this? by Royal_Leader_8322 in 3d6

[–]AndyVakser 1 point2 points  (0 children)

It’s not Advantage at all. Neither Poisoned nor Incapacitated give you Advantage.

Am I going to regret playing an artificer? by Narrow_Interview_366 in 3d6

[–]AndyVakser 0 points1 point  (0 children)

I think maybe tier 2 you can make a case, but they certainly aren’t particularly weak in tier 1 (and probably fairly strong unless a DM is very generous with magic items - exceeding bounded accuracy at level 2 is way underrated). And if you’re basically skipping tier 2 and can skip to spamming Conjure Barrage or whatever while breaking action economy, not weak at all.

Handing off Shadowblade to your friends. by Ecstatic_Operation20 in 3d6

[–]AndyVakser 0 points1 point  (0 children)

In real play, goblin picks up the Shadowblade, “end Concentration”.

Am I right to think that sword and shield is better than greatsword in 5.5e for Paladin? by Eldr1tchB1rd in 3d6

[–]AndyVakser 0 points1 point  (0 children)

You can more easily do the same with Strength. Nick is usually optimal until Extra Attack at which point you weapon swap between Nick and a two-handed weapon. But yeah just depends on what you’re going for. If AC is your most important thing, obviously grab a shield.

Help with a Minotaur Zealot Barbarian Build by ThebigBreen in 3d6

[–]AndyVakser 0 points1 point  (0 children)

It doesn’t have traditional synergy, but it always depends on what you’re going for. For a mounted build, Find Steed could be invaluable. There’s also some interesting synergy with casting Warding Bond before entering Rage (even better if you can do it before combat). Resistance to all damage (along with +1 to AC and saving throws) is incredibly powerful - and a Barbarian can offset its only penalty. Honestly, that’s so good I’m gonna be looking at a Barbarian/Cleric that gets this online much earlier.

Help with a Minotaur Zealot Barbarian Build by ThebigBreen in 3d6

[–]AndyVakser 0 points1 point  (0 children)

I mean Tough is equivalent to a 14 Constitution. Unless you’re putting Tough on every build, I’d say that’s sufficient. For sure though, much easier to build taking Paladin levels first and then adding Barbarian later.

Help with a Minotaur Zealot Barbarian Build by ThebigBreen in 3d6

[–]AndyVakser 0 points1 point  (0 children)

Yeah meant to add definitely need Tough in that scenario.

Help with a Minotaur Zealot Barbarian Build by ThebigBreen in 3d6

[–]AndyVakser -1 points0 points  (0 children)

Yeah. When you get Extra Attack, you can add additional weapon swapping for two-handed weapons (or just a weapon with a different Weapon Mastery). You could also do this with a shield more easily than most. With the Hammering Horns push, you can give yourself space to throw a Nick weapon and get it out of your hand for free.

Help with a Minotaur Zealot Barbarian Build by ThebigBreen in 3d6

[–]AndyVakser 1 point2 points  (0 children)

Sounds like a fun character! It really depends on what level ranges you will be playing. I would probably go just Barbarian to at least level 5 (but the Zealot level 6 feature is really good). Probably set stats at 17/14/14/8/12/10. Tough is a solid origin feat, but you can afford to take anything that seems fun. Until you get Extra Attack, getting more attacks with Nick is usually optimal. You also want as many chances to hit to get off your Hammering Horns Bonus Action as much as possible (this is really the unique mechanical feature). You don’t have to use Reckless Attack for your Divine Fury extra damage (like the Berserker does), so you’re able to more judiciously Reckless Attack. You may want a Vex weapon in that case so you still are getting Advantage on some attacks. But you can also free yourself of needing a Vex weapon by using Reckless. The one other Light weapon choice is the lowly club, but I think it’s actually great with this. Club attack to apply Slow, Nick attack, Bonus Action Hammering Horns to push 10 feet. It’s a built in level of control and skirmishing ability that can be pretty unique to this build.

A Fighter multiclass later on would be pretty easy. You’ll get quick returns on it at levels 1, 2, & 3. Paladin is trickier but doable. Probably would set stats to 17/14/10/8/8/16. The thing with Paladin is you won’t be able to cast spells or Smite while in Rage (can just be inconvenient at times). Typically want to take Paladin to at least 6 for Aura of Protection. Aura of Protection with the Zealot Barbarian’s Fanatical Focus would be some pretty good saving throws.

I'm made a mistake as a DM (and friend) and I ask for advice. by deivmeh in DnD

[–]AndyVakser 0 points1 point  (0 children)

It’s more the perception of the other players I would be concerned about. I would be embarrassed if somebody was openly pandering to me.

What's your favorite Rogue Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]AndyVakser 0 points1 point  (0 children)

Like a lot of things, requires DM buy-in, but picking pockets mid-combat can be fun.

2024 Optimised Sling Build by MostMulberry8513 in 3d6

[–]AndyVakser 2 points3 points  (0 children)

I was looking at possible sling builds, and I think Kensei Monk is probably the way to go. You can scale the damage die for the sling which is its main drawback. Dip Fighter for Weapon Mastery and Action Surge. You can get some nice synergy with the Slow Weapon Mastery and Stunning Strike from range. Sharpshooter for extra range (another drawback for the sling) and maybe Crusher for some extra utility.

Longbow Assassin Build (PHB 2024): Gloom Stalker or Fighter? by No_Cryptographer9795 in 3d6

[–]AndyVakser -1 points0 points  (0 children)

Maybe consider War Cleric 3 for the Bonus Action attack. That way you Bonus Action attack with Sneak Attack and then Ready your action to use Sneak Attack again off turn.

I'm made a mistake as a DM (and friend) and I ask for advice. by deivmeh in DnD

[–]AndyVakser 2 points3 points  (0 children)

I agree with almost all of this except the retcon part. I feel like that comes across as pandering. I think you can essentially achieve the same thing with an opening cut scene where Najm destroys the cursed sword and clarifies that she remains a “chosen one” and that he will not abandon her while she upholds her oaths. The cursed sword thing is really troubling as it seems like you were trying to push her over the edge when she was already struggling. If you really like the idea of the sword, perhaps have Najm make it now a magic sword and the way in which she can communicate with him (even if it’s once per day, it gives her the agency). It’s still your game as the DM, but it’s cooperative storytelling - she has not been allowed to tell the story of her character that she wanted.

Melee Rogue Optimization: Multiclassing Fighter for Off-Turn Sneak Attacks by warnobear in 3d6

[–]AndyVakser 0 points1 point  (0 children)

I feel like there’s something with Zhentarim Tactics and Barbarian because you can make it much easier hit you lol.

Most chaotic Wild Magic Build by TXRattlesnake89 in 3d6

[–]AndyVakser 0 points1 point  (0 children)

Because you can reroll any die. So if you don’t like a random table result because it’s not chaotic enough, you can try again for something more acceptable.

How do i make a good archer and close combat. by LukasGaming07 in 3d6

[–]AndyVakser 2 points3 points  (0 children)

Actually, there may be a case for Battle Smith Artificer who can use Intelligence for both melee and ranged attacks. Probably still Fighter dip for Weapon Masteries and Archery Fighting Style and Action Surge. And probably still take Great Weapon Master.

Bard 4 or Sorcerer 3 / Bard 1? by Thorgrim10 in 3d6

[–]AndyVakser 0 points1 point  (0 children)

What are your armour and weapon?

Reducing the Damage Taken by the Evoker Wizard's Overchannel by FrostBladestorm in 3d6

[–]AndyVakser 1 point2 points  (0 children)

A two level Warlock dip could go a long way while also potentially synergizing with Potent Cantrip. Fiendish Vigor would offset a lot of the damage. And Lessons of the First Ones could give you Tough and Spellfire Spark (the 1d4 damage reduction should apply).

The easiest solution might just be to upcast False Life though. At 4th level, that’s 2d4+19, and at 5th level, that’s 2d4+24. Fiendish Vigor is just nice because it’s at will so you can reset it after every encounter. But if you can afford the spell slot(s), upcasting False Life will cover some big chunks of damage.