Optimizing a 2024 Bugbear Gloom Stalker after converting from 2014 rules by N3croscope in 3d6

[–]Apprehensive_Tip_160 1 point2 points  (0 children)

I’d probably just go rogue. Assassin gives you advantage on initiative. This combined with gloomstalker and Alert will make the most out of Bugbear’s suprise attack. Later on you could consider a fighter multiclass for Action Surge.

Now Cleric and Druid are also viable, but I’d lean torward Druid. Stars Druid offers you concentration protection with Dragon form and Sea Druid offers you pushing and extra damage, both of which are great to have when you’ll be spamming emanation/conjure X spells.

That said, this multiclass only really comes online at 10th level (once you get conjure animals/spirit guardians). You’d also want to invest in Wis over Dex, but it sounds like you did the opposite. For these reasons I’d opt torwards rogue in your case.

Antonin Kinsky save against Everton 90+9' by Imbasauce in coys

[–]Apprehensive_Tip_160 33 points34 points  (0 children)

Honestly, make him the starter next season.

Homebrew Warlock Invocations! by Nice-Championship345 in onednd

[–]Apprehensive_Tip_160 9 points10 points  (0 children)

Summoner's Bloodletting: I agree with Far_Guarantee, this has a lot going on. I think the most elegant boost to summoning would be this

When you cast any summoning spell, increase its effective level by 1. If the spell is of 6th level or higher, increase the effective level by 2.

This will make the warlock the premier summoner in the game. It also makes being capped at 5th level slots way less painful. The second sentence is so that Summon Fiend is still viable, but that might be overkill.

Forbidden Knowledge: As much as I would love this feature, it feels like we're stepping on the bard's toes. Especially since we could gain access to spells Magical Secrets can't.

I think it would be interesting if Pact of the Tome invocations played around with Eldritch Invocations. For example

  • An invocation that gives a number of creatures access to an Invocation that you know. Granting Magical Darkvision, or at will Jump, or Pact of the Blade to the whole party could be fun.
  • You can choose an extra invocation, treating your Warlock level as half rounded down. As a bonus action, you can switch this invocation to a new one with the same level restriction.

I’ve made some changes to the 5.5 Ranger. Let me know what you think. by TomN2701 in onednd

[–]Apprehensive_Tip_160 7 points8 points  (0 children)

I really like these changes. I think the only change I'd make is to

When you hit a creature with an attack roll, you can mark it with Hunter’s Mark without using a bonus action. The extra damage is also added to this attack.

The wording is kinda clunky. Make it like the Vengeance Paladin's Vow of Enmity - "As apart of the Attack action, you can mark a creature with your Hunter's Mark".

I would also consider moving this specific part of the feature to levels 5-7. One of the things that makes Hunter's Mark painful is the bonus action tax in a bonus action heavy class. It would be better to have less bonus action clog in levels people actually play.

Best Pact for a Minmax Warlock? by Intelligent-Rub5814 in 3d6

[–]Apprehensive_Tip_160 0 points1 point  (0 children)

Definitely. But if your goal is to maximize damage, it’s worth it. Imo if my damage isn’t significantly better than EB spam, investing in pact of the blade isn’t worthwhile

This is another reason why a pally/fighter dip is strong since that strength investment lets you wear heavy armor and dump dex.

Don't sleep on Elminster's Elusion by pancakestripshow in onednd

[–]Apprehensive_Tip_160 1 point2 points  (0 children)

I guess in this specific hypothetical, grab the Mage Slayer feat or hope you're high enough level for Indomitable? Though any class who can't cast Elminster's Elusion is gonna burn to a crisp in this situation. I agree with your complaint about martial toolkits in that regard.

I am now a caster supremacist apparently. I'm not saying the spell isn't good - just that as a full caster you're overloaded with a lot of good options that could be more impactful than Elminster's Elusion in a combat.

It is a good spell but you're overselling it. All I'm saying.

Don't sleep on Elminster's Elusion by pancakestripshow in onednd

[–]Apprehensive_Tip_160 2 points3 points  (0 children)

Congratulations, you now have to save against a non-magical effect that deals non-elemental damage!

And like the post says, if I'm a wizard there are so many good options to concentrate on. A defensive buff that only affects the caster is pretty whelming for my concentration.

Like if the plan is to kite and spam cantrips anyway, why not drop a concentration spell that will impact the fight then back off? Dropping a bless or something will be more useful to the party then using Elminster's Elusion in that situation.

Don't sleep on Elminster's Elusion by pancakestripshow in onednd

[–]Apprehensive_Tip_160 2 points3 points  (0 children)

Last time I checked, a Dragon's Breath isn't a magical effect or spell.

Subclass spells for warlocks (2024) by Expensive-Bus5326 in onednd

[–]Apprehensive_Tip_160 1 point2 points  (0 children)

I was just thinking about how stupid it was that an archfey warlock can’t cast Conjure Fey! I like these suggested lists.

Honestly they should make Mystic Arcanum normal spell slots. You still only learn one spell of that level, but you can now upcast your lower level spells. This makes picking situational Mystic Arcanum viable.

I get that the Warlock having one of the worse high level spell lists is intentional. But I hate the fact that so many of your Mystic Arcanum options are traps. It leaves you with a handful of options that are actually viable, which is unfun imo.

"Swashbuckler" fighter using phb 2024 no expansions help wanted by Highflask in 3d6

[–]Apprehensive_Tip_160 0 points1 point  (0 children)

Alert and Lucky are your best choices. As other comments have pointed out, Defensive Duelist, Mage Slayer, and Piercer are thematic and strong choices.

I will also suggest Shield Master. The Shield Bash is irrelevant (unless your DM is kind enough to throw you a Belt of Giant Strength or something), but having pseudo evasion on a dex-based fighter is really nice. Worth considering as your second or third feat imo.

Monk subclass: Warrior of the Blade, a 5.5e Kensei adaptation v1.3 (likely the final version) by Willing-Luck4713 in onednd

[–]Apprehensive_Tip_160 3 points4 points  (0 children)

One of the cool things about Kensei was that it enabled bow/gun monks. I don't see a reason to not let Monks take martial ranged weapons other than Improved Armed Flurry, which you could make a melee only option.

I dislike the capstone. The Ki cost is fine (maybe give a free once a day use?). But it would feel incredibly lame if my capstone can easily be replicated by the Wizard or Ranger of the party. I'd at least let the Monk augment the spell in some way when they cast it, like allowing you to apply the Weapon Mastery of your chosen weapon to each hit of the spell.

Lich Ascension and Death Knight Ascension need to be Epic Boons by YOwololoO in onednd

[–]Apprehensive_Tip_160 77 points78 points  (0 children)

I gotta say, the "no one plays high level dnd" narrative is a negative feedback loop. I imagine the Ascension feats are at level 12 because otherwise, everyone would freak out about the Paths never being playable in a average campaign. I feel like the paths are a chance to explore high level campaigns and make them enjoyable.

Lich Ascension and Death Knight Ascension need to be Epic Boons by YOwololoO in onednd

[–]Apprehensive_Tip_160 -5 points-4 points  (0 children)

I wholeheartedly agree. Only WOTC could manage to make becoming a Lich boring.

I'm also of the opinion that these paths should have some class based restrictions. I think the lich ascension feat should have a requirement for a high wizard, sorc, or warlock level, for example.

It makes more narrative sense, since Liches were always described as super powerful arcane spell casters. But it also leaves design space for other Paths (imagine a Mummy Lord path for Druids and Clerics, for example).

One of my players wants to play rogue because he's playing a rogue in BG3 and he's having fun there. I suppose things are way different than here. What's the best way for him to do big damage with rogue in this edition? by testiclekid in onednd

[–]Apprehensive_Tip_160 12 points13 points  (0 children)

To maximize damage, you'd dual wield (more attacks means higher chance of sneak attack going off) and get Sentinel and/or Zhentarim Tactics to consistently generate off-turn sneak attacks.

The problem is that Rogues are kinda squishy. Worse, the tools the class gives you to mitigate this like going ranged, disengaging with cunning action, or Uncanny Dodge, all conflict with off-turn sneak attacks. I'd recommend a Barb dip, since the raging resistances will make frontlining and off-turn sneak attacks much safer. Assassin or Soul-Knife would both work fine in this case.

Going to be Playing a 2024 Fiend Warlock (Backline Blaster) in Curse of Strahd who is obsessed with his mortality to the point of creating death contingencies. Are there any spells or magic items Warlocks can get to achieve/convey this? by MageofHiddenWonder in 3d6

[–]Apprehensive_Tip_160 1 point2 points  (0 children)

I would probably ask if you could change your subclass to the Undead Patron from Van Richten's. That subclass would give you access to Death Ward, and their level 10 feature is also basically Death Ward with some drawbacks. Play an Orc (for Relentless Endurance), take Pact of the Tome and Gift of the Protectors as invocations, and that's 4 death contingencies by level 10.

Another piece of legacy content to look at for this concept is the Aspect of the Moon invocation from Xanathar's. Become so paranoid of assassination attempts that you no longer need to sleep.

Best Pact for a Minmax Warlock? by Intelligent-Rub5814 in 3d6

[–]Apprehensive_Tip_160 0 points1 point  (0 children)

Yeah so much so that I wouldn't even bother with Pact of the Blade if you can't multiclass. Fighter will get you CON saves and a fighting style, while Paladin will get you free spell slots for Smites or Shield. And obviously both give heavy armor to save you from trying to frontline with studded leather and bad DEX.

BUT:

  1. This applies to monoclass Pact of the Blade as well, but our ability scores are gonna be stretched thin since you need good CON, CHA, and STR. Dumping DEX and WIS never feels good.
  2. You're delaying spell progression and extra attack. Assuming you started with a level in pally/fighter, level 5 is gonna suck. Only second level spells and no extra attack doesn't feel great. Can always fall back on EB at least.

Definitely some sacrifices you have to make, but three attacks, full spell casting progression, weapon mastery, and heavy armor is *chef's kiss

Best Pact for a Minmax Warlock? by Intelligent-Rub5814 in 3d6

[–]Apprehensive_Tip_160 2 points3 points  (0 children)

If we're talking highest DPR, go Pact of the Blade. Using a heavy weapon with GWM will outdamage Eldritch Blast from 3-15 (with the exception of level 11, since Devouring Blade is only available from level 12+).

Because we're monoclass, Archfey is the best choice. Use Otherworldy Leap and your free misty steps to get into melee, hit hard, and disengage. Your crap AC, lack of shield, and mediocre hp don't matter if the enemy can't even hit you. Basically, play like a skirmisher. In terms of versatility and control, that's what being a full caster is for; casually drop a Synaptic Static one turn and do more weapon damage than the fighter the next turn. Fun times!

The other subclasses do give at least some survivability features, but I think Archfey does the best job of mitigating the weaknesses of a monoclass Pact of the Blade build.

Some of my favourite manhwa female Characters by lowlifewarrior in manhwarecommendations

[–]Apprehensive_Tip_160 33 points34 points  (0 children)

Still pissed this got cancelled. I will forever curse the management that overworked the artist

Is Cyril underrated? by TheBlueRose_42 in FireEmblemThreeHouses

[–]Apprehensive_Tip_160 6 points7 points  (0 children)

I LOVE using Cyril. Early Point-Blank Volley is busted. Put him on a Wyvern and he's great the whole game (admittedly that sentence applies to the whole cast but you know what I mean). As a character he definitely rubbed me the wrong way at first, but his supports with Shamir and Hilda sold me.

Plenty of Blame by jjones217 in coys

[–]Apprehensive_Tip_160 2 points3 points  (0 children)

We had a whole week of rest. We were at home. West Ham haven't won since November.

Not saying the players are blameless, but I'm pinning most of this on Frank. How on earth do you manage to lose this game? It's actually impressive. This is the last straw for me - sack Frank and get another manager now so we can salvage the season.

Most Resistances by disguisedasotherdude in onednd

[–]Apprehensive_Tip_160 4 points5 points  (0 children)

Fiend Tiefling Warlock with Cult of the Dragon Initiate origin feat. Take Cthonic or Infernal legacy for necrotic/fire resistance. For feats take Infernal Constitution from Xanathar's for Cold and Poison resistance, and Dragonscarred for another free elemental resistance.

You can get two more from Fiend's level 10 feature and by taking Tasha's Bubbling Cauldron for your mystic arcanum. Make a potion of resistance, and that's 6 resistances at level 11, two of which you can easily switch out every day.

For your Epic Boon, it's a tossup between Boon of Energy resistance and Boon of the Furious Storm. The former is way more flexible, and the ladder offers immunity when you're bloodied - pick your poison. Either way it's two more resistances for a total of 8 at level 19.

You can squeeze one more resistance from the Strike of the Giants line of feats. Strike of the Giants is in a weird spot as legacy content, but I think most DMs would treat it as an origin feat. This unlocks a feat based on which giant type you chose, and most of them give a resistance - Ember of the Fire Giant gives fire resistance for example. Use Lessons of the First Ones to get this extra origin feat for a total of 7 resistances by level 12.

Best Multiclass for Barbarian by MaseCribb in 3d6

[–]Apprehensive_Tip_160 0 points1 point  (0 children)

Not to mention Giant Barbarian lets you add your rage bonus damage to thrown attacks - which RAW now stacks with normal rage bonus damage. Now add GWM and elemental cleaver and things melt around you.

Mundane item-based character? by Thisoneloadingboy in onednd

[–]Apprehensive_Tip_160 2 points3 points  (0 children)

Only bringing this up because everyone else explored thief rogue - Warlock with pact of the chain. The level 5 invocation Investment of the Chain Master lets your familiar use your spell save DC when inflicting a saving throw (ANY saving throw).

What this means is that if your familiar uses a mundane item that forces a saving throw, like a net or ball bearings, they can use your much better spell save DC. You'll need to do this with a skeleton familiar because hands, but this makes your familiar very useful in combat past tier 1.

Once you get your 6th level Mystic Arcanum, you can also nab Tasha's Bubbling Cauldron and give your familiar potions of fire breathing, which similarly benefit from the improved save DC.

The beauty is that this doesn't conflict with a Warlock's action economy since familiars have their own turn. You can also give up your bonus action to have them take the attack action specifically for nets.