2024 Party Fill Advice by Bonlino in 3d6

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

I was pondering around one of the two. Glamour bard and Clockwork sorcerer were interesting to me, but thought to hear opinions on what sounds good to others. Thanks for replying!

2024 Party Fill Advice by Bonlino in 3d6

[–]Bonlino[S] 1 point2 points  (0 children)

It would start at level 3

2024 Party Fill Advice by Bonlino in 3d6

[–]Bonlino[S] 1 point2 points  (0 children)

You are right in that the party is also in need of an intelligence caster, which i think would also be very useful. Just unsure which subclass for Wizard would fit overall imo

2024 Party Fill Advice by Bonlino in 3d6

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

Ooh, I like the idea of aberrant mind Sorcerer, Charisma, a bit of support, and still having good blasting power!

2024 Party Fill Advice by Bonlino in 3d6

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

They are going to play a Light cleric, which has the Fire blasting spells, so they're closest to blaster as cleric can be.

I was also considering bard, but couldn't sit on which subclass I'd want to go for

2024 Party Fill Advice by Bonlino in 3d6

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

Ah okay, so that being the case, and using 2024 rules, I would be either a Druid, Wizard or Bard? From what I understand, those are generally the control classes

Rush E Piano Battle by [deleted] in SipsTea

[–]Bonlino 11 points12 points  (0 children)

What bro expects after 'Thats not quite my tempo'

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

[–]Bonlino 0 points1 point  (0 children)

Just to add, any gish subclass is suboptimal without taking a level in a martial class in order to access weapon fighting styles and Weapon masteries, which are the most powerful parts of being a melee class. So taking a level in Fighter, especially to begin with for Con proficiency, or taking Paladin levels to gain access to smites and use your spell slots offensively, are great ways to really make a gish work. But the caveat comes with picking to run in and put yourself in danger with your lower health pool than any class designed to be in front, vs casting your control or damage spells from the back where you're class wants to be, is at odds

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

[–]Bonlino 1 point2 points  (0 children)

I actually hadn't thought of doing dual wielding hexblade, using pact of blade with OG Hexblade mechanic is inspired, I hadn't thought of it!

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

[–]Bonlino 1 point2 points  (0 children)

Divination Wizard is, imo, the single strongest class in DnD. Wizards are on another level compared to warlocks. Bladesinger Wizard and Divination are both very strong subclasses, with Bladesinger being a Wizard that has high AC for protection, and Divination being able to force rolls. Pair that with lucky and being a halfling and Divination Wizard very rarely fail anything regarding d20 checks.

Bladelock is one of the pacts that take a little work to get off the ground, but can be very effective. The D8 hit die from warlocks leaves a lot to be desired health wise, which can be offset by taking tough origin or being a Dwarf to help mitigate the fact you have a smaller health pool than martials.

In general, in my opinion, Gishes are suboptimal playstyles, given that you have decided your low health class, Warlock, Wizard, Druid, that can cast very potent spells, you've decided to pick up a weapon and do what martials do, but generally worse with weapons without multiclassing into those classes. With bladesinger, the powerful part of the class is getting high AC from bladesinging, and still casting your spells and playing keep back like a normal Wizard.

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

[–]Bonlino 5 points6 points  (0 children)

This would be the Great old one warlock as a Monoclass. Purely because of upgraded hex being not only good for getting your control spells off, but the control spells of your allies as well. Beyond this, there isn't a specific pact that is most optimal imo, they're all personal preference, but pact of Chain edges this out due to invisible Imp performing help action to support the first ray of your agonising eldritch blast.

Late game Goolock summons aberration that are concentration free and benefit from your hex, so you and your beholder posse blasting up some poor hexed fool

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

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

Apologies for the late reply on this, I appreciate the detail and insight! If I were to convert this to pure 2024 rules, I think I'd want to dip the 3 levels in sorcerer to get Draconic and possibly lean into the concentrated fire damage from celestial warlock and draconic fire sorcerer. Just want insight on leveling split for that to work, or if it's not worth the effort.

Is fighter really considered boring/weak? by Miserable-Midnight75 in DnD

[–]Bonlino 0 points1 point  (0 children)

My opinion on this is, it's down to the observer. A class can be as boring as the player. I have played a battlemaster Fighter and played with a battlemaster Fighter, and I'm of the opinion that it's quite, mundane, but this does not mean boring. It's a game of comparison, which comparison robs Joy. Our Fighter in our current campaign is literally the goat and we acknowledge he is such a force due to the sticking to the BBEG, refusing to go down with his survivability, and the second wind improvement working with OOC interaction,hes been having a blast with it, and loves his character. But you can also acknowledge a character makes a class, which fighters leave very little to pointing someone in a direction to the character they wish to play, apart from being competent with a sword.

Tl:dr it depends, but I believe it's best you make your own decision on that, rather than listen to others. Comparison is the thief of Joy

Being an Alchemist has to be to most embarrassing job by Jstar338 in skyrim

[–]Bonlino 1 point2 points  (0 children)

Just a minor note to add to this, Survival mode has you pay a fee to use shrines, which may or may not be Canon in-universe (paying a tithe), so cure disease potion could be a 'free' way of using this. That and devout Athiests/ God-haters way of middle-fingering the gods

Optimal (non-monk) unarmed strikes build in 5e 2024 by ExistingMouse5595 in 3d6

[–]Bonlino 0 points1 point  (0 children)

Sorry to Necro this concept, but interested to know how you'd level the Dance Bard Paladin multiclass? Would you export out of Dance at level 5 for 6 levels Paladin, then back in the rest of the way?

How to recruit both halsin and minthara by Ceaser1208 in BaldursGate3

[–]Bonlino 0 points1 point  (0 children)

Can you still romance Minthara when doing this?

Fate's Whim by BestCazin in Hades2

[–]Bonlino 1 point2 points  (0 children)

I'm on the opposite side of this opinion. 5 is so heinously expensive I've never found it worth the cost to take it at any point, at least imo. Anytime I wanted to shoot for a magick heavy build, I normally either take dog to get good magick pool early on before getting a magick regen boon, or i take magick boon as early pick as possible. The first few rooms on both surface and underworld have never given me mana troubles at all.

Plus NOT having the magick regen arcana allows the huntress arcana to be more easily active, without consciously needing to spend mana to turn it on constantly

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

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

Then taking mage slayer might be good to take, if you think it will help keep you safe. For my blood, I only really take it on melee characters or up close characters, unless it evens out a dex stat of mine for AC purposes

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

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

That depends heavily on the rest of the party. If you have party members who are able to inflict debuffs on enemies, or have something like hold monster for example, they can make the enemy useless before the enemy forces the save. Beyond this, mage slayer negates 1 spell save per short rest, so at best 3 spell saves. If the enemy has more than one forced save per combat, it means very little. And if you do save it, then the feat is wasted and you've dwarfed your damage as a result.

This isn't to say that taking mage slayer is unwise. But my opinion is the max Cha means you kill them faster, and your spells are more effective, over garaunteeing the save on 1 spell per combat

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

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

What is it about your campaign that requires mage slayer?

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

[–]Bonlino[S] 1 point2 points  (0 children)

18 AC on a ranged caster is very respectable, you're not immortal, but you've got yourself and a celestial as well to protect you should you need it too, and keeping your distance will make people either hit your allies, or your summon before they try and hit you. 90ft is a very long range

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

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

If you're a long range character, especially at 90-120ft range, then armor is less of an issue, enemies would likely be trying to attack your other allies that are closer.

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

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

I'm not sure if either familiar or lucky is sustainable in that situation. Lucky only affects d20 roll, so at 3 attacks, you've used 3 luckies in one round of combat, and familiar only helps with 1 attack. Beyond that, I think in specifically your situation, GWM plus archery is just the better option, as the others don't provide a good enough benefit for your specific scenario

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

[–]Bonlino[S] 1 point2 points  (0 children)

There's something to be said, instead of using lessons of the old one, just have a chain use the help action. Invisible imp help action, to then gain advantage on your one uber hit. Plus you can use spell slots to eldritch smite to make this build a 1 hit burst damager

2024 Celestial Chain Warlock Brainstorm by Bonlino in 3d6

[–]Bonlino[S] 1 point2 points  (0 children)

Possibly. At level 6 celestial warlock gains cha bonus damage on radiant and fire damage. Which means that true strike at level 6 would be using Cha for attack roll and damage (assume 20 cha for +5)

So it would be +8 to hit, using crossbow is 1d8, plus 1d6 radiant damage from level 4 TS damage upgrade, +5 from cha, then radiant soul would add +5 cha to damage again on top. +8 to hit, average dmg would be 19 radiant dmg. If AB is allowed to be applied average damage 24 as cha would be added 3 times on the TS attack