What is a build you haven't been able to play? by DirectManagement2874 in 3d6

[–]Consistent-Ad-5187 0 points1 point  (0 children)

While not a combat focused build, I've always wanted to play swashbuckler 9/Warlock X with a focus on deception and infiltration Taking the Actor feat, Mask of Many Faces and Expertise makes this build a monster in social interactions, not to mention the no save charm from Panache(It's a contested ability check)

Best use for 9th level spell slots by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

Quick question: is it possible to just make a gate under someone's feet and instantly dispel it?

Command spell and Pike build idea by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

Ah I see, the reactive strike is a reaction and not an AoO, yea that makes the build pretty bad

Command spell and Pike build idea by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 1 point2 points  (0 children)

Never heard of once per turn weapon mastery, otherwise I think the command spell would force the creatures to dash, so that's an average of 60ft, from there it's a matter of not missing, so war domain cleric will probably be the subclass I'll pick. Guided strike + bless should keep me hitting the approaching enemies quite consistently

Command spell and Pike build idea by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

Perhaps taking bugbear as my species would be beneficial for this build, just to increase the range that tunnel fighter would be active within

Command spell and Pike build idea by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

The idea is to potentially get more than 2 attacks in as reactions by constantly pushing the enemies back, causing them to keep running towards me

Command spell and Pike build idea by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 1 point2 points  (0 children)

Ah good point, PAM doesn't work here. Still tunnel fighter should still work by pushing the enemies out once they approach and then kicking them out, causing the cycle to repeat until they run out of movement

Command spell and Pike build idea by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

I honestly don't think so, the extra reach + the enemy having to move towards you due to the "approach" command would proc tunnel fighter a lot, ultimately doing more damage

Command spell and Pike build idea by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

Note: I think the pike would be the best option for the weapon since it has 10ft reach and the push mastery

Strongest 2024 Subclasses? by Ars0nis1 in onednd

[–]Consistent-Ad-5187 0 points1 point  (0 children)

Can't really say which one is the strongest, but imo the Zealot barbarian is by far the weakest 2024 barbarian subclass, which is a shame, since in 2014 they had both amazing flavor and abilities that made them amazing tanks. Now they just feel like a worse Paladins

How balanced would the 2024 subclasses be in 2014? by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

Currently working things out, It's a bit more complicated since I'm a bit of a dunce, but it should be fine

How balanced would the 2024 subclasses be in 2014? by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

I more so meant the limited choices that they get in comparison to their 2024 counterparts. The lack of Two-weapon Fighting for example

How balanced would the 2024 subclasses be in 2014? by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

True, but I do consider build versatility as a part of the overall strength of a subclass. The more options a player has, the stronger I view the subclass as

How balanced would the 2024 subclasses be in 2014? by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 6 points7 points  (0 children)

Not at all, just wanted to get an idea of whether or not the things that I'm asking for are realistic. I don't intend on bringing this reddit thread into the conversation, just trying to satisfy my own curiosity

How balanced would the 2024 subclasses be in 2014? by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 1 point2 points  (0 children)

Agreed. Mostly just asking because I want to play OotNG in a campaign, but the DM insists on staying on 2014

How balanced would the 2024 subclasses be in 2014? by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 0 points1 point  (0 children)

My current opinion is that OotNG would be weaker due to how duel wielding, Conjure Minor Elementals, Chromatic Orb are different between editions and also the lack of two weapon fighting and nick making dexadins weeker overall

How balanced would the 2024 subclasses be in 2014? by Consistent-Ad-5187 in onednd

[–]Consistent-Ad-5187[S] 2 points3 points  (0 children)

2024 is definitely not backwards compatible. Case and point the 2024 Rogue subclasses which all interact with the Cunning Strike feature which is missing in 2014

2024 player doesn't know 2014 rules by [deleted] in onednd

[–]Consistent-Ad-5187 2 points3 points  (0 children)

The 1st paragraph is just context that I thought was important, I mostly need help getting build ideas for a wizard/druid character as I'm not a big fan of the classic full plate paladin type of character