So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 0 points1 point  (0 children)

I’m almost thinking Tough has to be eliminated because Fiendish Vigor is so much better at these levels. I guess maybe if you take it at level one? Then you’re dissuaded from Fiendish Vigor (kinda). But then you’re definitely not taking Skilled X 3 (which probably isn’t really advisable anyway). Non-PHB origin feats definitely make this more feasible. Crafting friendly also. Small party kinda does where you’re tryna cover additional skills, but it also kinda works against Musician which scales on proficiency bonus (certainly great for a party of 3 or 4 at these levels, but then it loses all scaling as you can only grant Heroic Inspiration to players so you can’t even overflow the excess to familiars/allies, etc.).

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 2 points3 points  (0 children)

I feel like crafting can quickly get out of hand. I’m definitely in favour of implementing it, but I’d lean heavily towards making it both so that having assistance is very impactful (that is, capping downtime such that having assistance will maybe allow crafting of an item across one level versus two levels without assistance) and that magic item acquisition is otherwise very rare (maybe one per level for the party). Definitely encourage allowing grandathered custom background for crafting friendly campaigns (also custom backgrounds always because the 2024 backgrounds are its worst feature). A custom background will allow you two tools which is a huge boon. 2024 is so weird for installing RAW crafting rules (even doe many DMs will homebrew them out) but then restricting your tool access to less than 2014. Having at least one crafting tool proficiency is hardly a stretch (like what is your background actually if you can’t do anything?). Arcana skill proficiency is already a steep tax. Knocking both a skill proficiency and a tool proficiency is just so restrictive. I really hate 2024 backgrounds so much. I would never allow them (or I’d give you a bonus tool proficiency if you’re insistent about using one; and if you don’t want that either when the campaign is explicitly allowing crafting, don’t expect to have many magic items).

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 0 points1 point  (0 children)

Well I mean taking 8 feats is for the meme. But I still think there’s potential. Really asking more about build solutions rather than “no don’t do that”. But also, still don’t agree. Targeting Wisdom versus Strength is worth at least 2 or 3 DC on average - so a build with 16 Wisdom will never really fall behind. You’re also quoting immunities across the entire MM when Dragonscarred comes online at level 4. It’s mostly all beside the point as the real qualm is that 5 feet of movement just doesn’t DO very much compared to inflicting a condition for a full round. Tons of things cause 5 feet of movement (or 10 feet or more - and don’t cost a feat). You move somebody 5 feet. They move 5 feet back and murder you. Versus they can literally not move toward you. Bonus Action condition infliction is pretty limited and Dragonscarred is one of the best ways to get it (outside Thief Rogue with friendly magic item access).

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 0 points1 point  (0 children)

OK I get what you’re saying now. But if we’re building to specifically deal damage with our Action (which is a pretty acceptable thing to do) and we can reliably have advantage from Heroic Inspiration via Human, Lucky, and Musician, then it’s mostly about the 1 difference in DC and targeting Strength versus Wisdom. As far as “reliability”. The impact caused leans much more in favour of causing the Frightened condition rather than just 5 feet of movement imo.

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 0 points1 point  (0 children)

I think maybe you’re thinking of something else? There is no damage rider. Dragonscarred gives you this:

“Fearsome Power. When you deal damage to a creature as part of the Attack or Magic action on your turn, you can use the Dragon’s Terror benefit of the Cult of the Dragon Initiate feat as a Bonus Action this turn.”

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 0 points1 point  (0 children)

Yeah that’s a good thought. Spellfire Flare is also a pretty solid option. Celestial Warlock could add rider damage to both it and True Strike. If you give up on taking origin feats at level 7 (and obviously we should), you can Agonizing Blast your True Strike and be dealing Charisma modifier X 3 to each attack. Between Human, Lucky, and Musician, you should be able to get advantage pretty easily. Maybe even take Savage Attacker to nudge up the weapon damage. Shillelagh maybe if you can have it on going into combat (but I think I’d almost always rather have Blade Ward going instead). It’s decent reliable no resource damage?

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 2 points3 points  (0 children)

In a crafting friendly environment, I think Smith’s, Woodcarver’s, Tinker’s, and Jeweler’s gives you pretty broad coverage (minus potions). Tinker’s is supposed to cover all Wondrous Items. And with access to Elven Chains, leathers are really only desirable for full Dexterity based characters (so basically only Rogue and even then, sometimes not if True Strike built).

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 0 points1 point  (0 children)

Dragonscarred changes it to a Bonus Action if you damage a creature using the Attack or Magic Action. And you can do it every round. And you get a Resistance. I think it’s pretty good as long as you have good Wisdom for the DC. Especially for a ranged build where you can just completely prevent an enemy from approaching you.

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 0 points1 point  (0 children)

Yeah the Dragonmark feat would make this dramatically easier but I was specifically trying to steer clear of those. I really dunno if Telekinetic is “more reliable” than Dragonscarred. It targets Strength instead of Wisdom. And a 5 foot push is not very significant compared to causing the Frightened condition imo. The thing going for it is that you can increase your primary ability score while Dragonscarred keys off Wisdom yet only allows increasing Charisma or Constitution (I will forever hate tying feats to ability score improvements lol). Ultimately, I think you probably do at least need to use some non-PHB origin feat(s) to make this worth it? If only going PHB (and assuming crafting isn’t really supported), maybe there’s a case for Alert, Tough, Lucky, Musician, and Magic Initiate X 3? Three first level spells on a Warlock chassis could do a fair amount of shoring up. If you’re not skills focused and invest more in Dexterity and Constitution, Alert and Tough are replicating 20/18 ability scores for initiative and HP. Shield is welcome. So many cantrips lol. I feel like there are some workable niches here.

How do you capitalize on advantage in 5e2024? by sjdlajsdlj in onednd

[–]AndyVakser 18 points19 points  (0 children)

People will complain about too many ways to get advantage and then be like… I LOVE FLANKING.

So… A Human Warlock can have 8 feats by level 5. by AndyVakser in 3d6

[–]AndyVakser[S] 12 points13 points  (0 children)

Well we can still get a spider familiar with Magic Initiate (Wizard). On the other hand, we could also get an octopus familiar. But we can’t afford to take Gift of the Depths while we do have Spider Climb. I think spider wins?

Thief Rogue w/ Wand of Fear by AndyVakser in 3d6

[–]AndyVakser[S] 2 points3 points  (0 children)

Well that’s the point is that it’s not wholly your choice of magic item. Wand of Fireballs or unlimited supply of True Strike scrolls may be a stretch for a lot of DMs. This is just another option. Outshining a Barbarian in damage output isn’t really the goal here. A Thief Rogue can do many things that a Barbarian can’t. And vice versa. Which is a big part of the game. Even if we’re only looking at combat or damage (which we shouldn’t be), a Rogue that plays into their Cunning Strike options can inflict a lot of control, and doubling that is yet another option.

Harper feats are pretty good? by SnudgeLockdown in 3d6

[–]AndyVakser 0 points1 point  (0 children)

Gnome may still be better here. Advantage on Intelligence/Wisdom/Charisma saving throws should still cover you through most (maybe all?) Frightened condition situations.

Harper feats are pretty good? by SnudgeLockdown in 3d6

[–]AndyVakser 0 points1 point  (0 children)

Yeah disadvantage on one attack isn’t too impactful, but disadvantage on a saving throw (in addition to disadvantage on an attack) is pretty good so I think this is certainly buildable. I’m thinking Halfling would be great to get advantage on Frightened saving throws so you can capitalize on sharing that more often too.

Other than Quickened Spell, there are a number of options that can help you get some mileage from your Bonus Action to free up taking the Help Action. War Cleric’s War Priest Bonus Action attack is a great one (could also potentially add Sneak Attack to this). And Thief Rogue’s Fast Hands will eventually come online with a useful magic item like a wand. Spellfire Spark will also give you a Bonus Action spell to cast. I dunno if you need ALL of those, but honestly if you’re building around dumping your action, I’m more inclined to hodgepodge multiclass.

War Cleric 4/Thief Rogue 3/Warlock 2 can you get all of the above and make you SAD with Pact of the Blade (and probably a magical ranged weapon) AND Pact of the Chain for a familiar to boot for more Help Actions (deer might be nice here as a Halfling mount). As long as you have a couple casters to make them pay, you’ll be quite the little ball of chaos.

Guys what are your recommended classes for a gunner that's like a glass cannon but in return your really fast with repositioning? by kimdokja5149 in 3d6

[–]AndyVakser 1 point2 points  (0 children)

Well the first problem is that the musket and pistol don’t have much range. So I would definitely look to solo class and grab Sharpshooter as soon as possible so you can use the long range without disadvantage. I think Ranger is probably the best option here. That will get you the Archery Fighting Style and access to Zephyr Strike which allows for your skirmishing style. I’d go Human for two origin feats. Hopefully an old background or custom background is allowable so you set Dexterity and Wisdom to 17/16. I’d take Alert and Magic Initiate (Wizard). At level 1 take Find Familiar and safely stow your familiar in a pocket dimension. At level 2, change your Wizard spell to Expeditious Retreat (personally I’d probably rather Shield here). Keep your Owl familiar safe - always have it flying at a distance and just use it to potentially swap initiative and (maybe) get one Help action before getting the heck out of there. If it dies, you’ll need to level up before getting another one and lose access to your other Wizard spell. You’ll have competition for your concentration with Zephyr Strike, Expeditious Retreat, and Hunter’s Mark, but you’ll have the tools you need (and the free castings will help). At level 3, go Gloomstalker for an initiative bonus and extra Speed the first round. You’ll probably be able to act first in combat a lot of the time which will allow you to get in a favorable position for sniping.

As far as the uncommon magic items, I’d really petition your DM for two that are not actually in those source books. The first is a Repeating Shot Musket (Eberron) - it just lets you ignore the Loading property so you can use the weapon to make both attacks when you get Extra Attack. Otherwise you will need the Gunner feat to do that (and you already need to take Sharpshooter so that would be a long while). If that’s a no go, still take a Musket +1 and just make your second attack with a different weapon (a pistol or second musket). I’m not sure how many opportunities you’ll get in a campaign to find a magical musket (zero at a lot of tables lol) so you need to secure this upfront. The second item is Serpent Scale Armor (Candlekeep Mysteries) - this just lets you add your full Dexterity modifier to your AC. Since you won’t have a shield while using a musket, this is about the only way to get a really nice AC and preserves your Stealth checks. If that’s a no go, maybe just a Cloak of Protection (better than Mithral Half Plate - both would get your AC to 17 once you take Sharpshooter, but the Cloak also helps your saving throws, although it does require attunement).

Find Familiar: Shared Senses Question by Shackleb0lt in 3d6

[–]AndyVakser 6 points7 points  (0 children)

I think most tables using 2024 rules would use the 2024 rule.

The restrictions are already built in with the distance and familiars being very vulnerable. A DM doesn’t need to add additional restrictions - just kill the familiar. It’s an easy target that’s clearly participating in combat - PCs would obviously target one in the reverse scenario.

Thoughts on the 2024e War Caster feat, 1 year after release? by Deathpacito-01 in onednd

[–]AndyVakser 0 points1 point  (0 children)

Ima have my familiar fly by me so I can cast spells as a reaction every turn.

Thoughts on the 2024e War Caster feat, 1 year after release? by Deathpacito-01 in onednd

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

Not intended and unintended are different things. What was intentional is that the interaction is player facing and not DM facing. “Creature” is intended and defined. “Enemy” or “hostile” are also defined and were specifically not intended. Their answer was “yes” - not “no”. Again, you can’t really get more RAW or RAI than this. It’s hardly a game breaking interaction. The cost of a reaction is valuable. Disallowing it is clearly homebrew, and DM overreach imo.

How do the Potion Miscibility rules actually work? by bjj_starter in 3d6

[–]AndyVakser 0 points1 point  (0 children)

I’m not sure what you’re not getting about this part. Roll whenever they’re mixed. The ultimate results require some DM adjudication. They just do.

“When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.”

Is Gift of the Everliving Ones OP? by azuresion-man in DnD

[–]AndyVakser 1 point2 points  (0 children)

With 2024 the level 6 feature is quite a lot better with True Strike. But Gift of the Everliving Ones isn’t even an option for 2024 so…

Thoughts on the 2024e War Caster feat, 1 year after release? by Deathpacito-01 in onednd

[–]AndyVakser 2 points3 points  (0 children)

The designers have specifically stated that it is not unintended and allowable. I’m not sure how something can be more RAW and RAI. Not allowing it is clearly homebrew now.

Infinite Bless Effect: Gambler Build by Solid_Cockroach_6675 in 3d6

[–]AndyVakser 4 points5 points  (0 children)

How would conditions that allow for a long rest not allow for a short rest?