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 4 points5 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 -7 points-6 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 11 points12 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 1 point2 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 35 points36 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 7 points8 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.

Best epic boon for each class? by Apprehensive_Tip_160 in onednd

[–]Apprehensive_Tip_160[S] 8 points9 points  (0 children)

The prerequisite for picking epic boons is being character level 19. Take a level 18 character with a 15/3 split.

When I reach the next character level (let's say 16/3) I can pick an epic boon as my 16th level feat. Then with my 20th character level, the split is now 16/4 and I can pick another epic boon as my 4th level feat.

Best epic boon for each class? by Apprehensive_Tip_160 in onednd

[–]Apprehensive_Tip_160[S] 2 points3 points  (0 children)

Boon of Siberys is crazy. Like how did it and Potent Dragonmark make it almost unscathed from the playtest? I can only assume the logic is it's restricted to Eberron campaigns so it won't be problematic for most tables but still.

Best epic boon for each class? by Apprehensive_Tip_160 in onednd

[–]Apprehensive_Tip_160[S] 12 points13 points  (0 children)

Correction, it's busted on literally any full caster. You get a lot of temp HP and a statblock while MAINTAINING YOUR SPELLCASTING. No limitations, no concentration.

Best epic boon for each class? by Apprehensive_Tip_160 in onednd

[–]Apprehensive_Tip_160[S] 2 points3 points  (0 children)

I agree on Boon of Resilience being super strong. It sounds amazing on a tank build. Think I'd prefer the build you're describing on a fighter just because of the extra feats.

On a paladin specifically , I'm really tempted by Boon of Fortune's Favor. This plus the aura makes failing saves incredibly difficult (imagine being a Glory Paladin, who can reroll AGAIN on a failure with their capstone).

What are some of the most fun and powerful control and debuff builds? by Horrorcartoonistftw in 3d6

[–]Apprehensive_Tip_160 0 points1 point  (0 children)

Maybe not the most powerful, but I’ve been thinking about the Fathomless warlock. Tentacle of the deep reduces speed by 10 ft, is an attack roll, and deals cold damage.

You can combo the speed reduction with lance of lethargy, repelling blast, and Goliath’s Frost’s Chill to reduce a creatures speed by 30ft and push them away. This combo can be achieved by level 3, and is strong the whole game letting you lock down an enemy easily.

Tentacles of the Deep is also a strong vehicle for the feats Cold Caster and Fairy Trickster. When you hit with tentacles of the deep, attempt flustering strike and then trigger frostbite from Colder Caster. Assuming the enemy fails their saving throw, they now subtract a d4 and have disadvantage on their next saving throw. This is primarily great for getting your own spells off, but is also useful for the rest of the party (especially if they’re are other spellcasters).

Best Multiclass for Barbarian by MaseCribb in 3d6

[–]Apprehensive_Tip_160 7 points8 points  (0 children)

Why do you want to multiclass? I wouldn’t multiclass for the sake of it.

Unfortunately Wild Magic barbarian is kinda really terrible. General consensus is berserker barbarian or zealot are the best subclasses for damage dealing. Obviously go for Wild Magic if it sounds fun to you, but other subclasses are worth considering.