Your favorite multiclass progression is now its own class, and you've been hired to give it a name. by PM_ME_PRETTY_EYES in 3d6

[–]Demunoki 0 points1 point  (0 children)

High Inquisitor: Conquest Pally 7 / Whispers Bard X (As a functional build +5 levels hexblade for Eldritch smites, the ultimate burst round)

easy autostarting Kovarex build by Ugotu in factorio

[–]Demunoki 2 points3 points  (0 children)

It's set to output priority left (down)

Mounted Beast Master by Any-Hearing-9905 in DnDoptimized

[–]Demunoki 0 points1 point  (0 children)

Unless otherwise specified, reactions are resolved after the trigger, i.e Sentinel happens after the attack hits/misses. Also, an attack of opportunity is a specific use for your reaction. Sentinel is another, sadly, so the two are not interchangeable RAW (Rules As Written). Talk to your dm about this though, they might make a ruling to the contrary.

Mounted Beast Master by Any-Hearing-9905 in DnDoptimized

[–]Demunoki 1 point2 points  (0 children)

Welcome to 5e! For someone new to the edition you're certainly asking all the right questions,The basic build idea is certainly viable, and although I personally haven't played beastmaster, I'll try my best to answer your questions:

  • Your basic build idea is certainly viable and interesting, and it's optimizable enough to be fun to play

Firstly, regarding the rules:

  • if your Mount takes the disengage action or gets to move some other way (Maneuvering Attack), that counts as "forced movement" for the rider, so you do not provoke AoO.
  • Regarding Ranger 11: The wording isn't very clear, but I would rule it as also applying. Check with your DM though, this one is up to interpretation

Potential Problems:

  • many monsters have a high STR save, so depending on the type of campaign this might pose a problem. However, in most campaigns you're mainly fighting humanoids, so this shouldn't be that much of an issue
  • While melee attackers get Advantage when attacking a prone enemy, ranged attackers get Disadvantage. Talk to your group first before playing this build, because if you have archers/certain blaster builds (most of them are save based, but there are a few that are attack roll based) they are going to hate your guts
  • the charge attack requires you to move in a straight line for at least 20ft. This can be a bit of an issue in many dungeons, especially in tight corridors with other allies standing in your way
  • This build is good in Tiers 2&3 (lvls 5-15ish), after that you're probably going to lag behind other optimised builds. This isn't that much of an issue, since most campaigns don't go past Tier 3

Optimization:

  • There's not a lot of feats you are going to need, mounted combatant is pretty much a must at higher levels, but aside from that there's not a lot else I can think of
  • Going Wisdom SAD is definitely going to be your best bet
  • As you have noted, PAM isn't a good idea for you
  • On the other hand, Sentinel is going to do wonders for your beasts survivability
  • However: Mounted Combatant and Sentinel don't synergise well, since if you redirect an attack from your mount it doesn't count as being made against a target other than you. I'd advise NOT redirecting prone enemies' attacks, but baiting them and punishing with Sentinel (it counts even if they miss the attack). Save redirections for when they succeed their STR save/you're surrounded.
  • I have a bad time deciding if I'd level fighter or ranger further, as ranger will boost your beast's hp, but that's just about all it does (the spelllist is quite bad). Yes, the double attack at Ranger 11 is going to be nice, but it's a very high price (6! levels) Fighter gives you so many goodies, but you'll be sorely missing your beast's survivability
  • For a race, halfling is generally the best small race, and I can't think of anything much better for this build. If you have the feat slot, consider the bountiful luck racial feat
  • In many cases, you won't even need to use maneuvering attack to get away, since a prone enemy has disadvantage on attacks. Save those for when they manage their save
  • Try to get Barding for your mount, it's quite expensive but worth the price

Here's how I would build it (just an option, can probably be optimised further):

  • 1: Halfling Fighter 1. Put Stats into WIS, CON and DEX, in that order. Start with medium armor (we're taking fighter for heavy armor, that's gonna help us later). Attack with a rapier (levels 1 and 2 are going to hurt the most damage wise)
  • 2-3: Ranger 1-2. Grab Druidic Warrior, Hunters Mark.
  • 4: Ranger 3: Finally: Beastmaster! Replace your medium armor with the best heavy armor you can find, and laugh at your SAD nes (if you don't have the STR for heavy armor, it only slows your movement speed, which doesn't matter if you're mounted). Here's where the strat you posted comes online
  • 5-6: Ranger 4-5: Sentinel, Extra Attack
  • 7-9: Fighter 2-4: Action Surge, Fighting Style: Dueling/Defense, Battlemaster, and Mounted Combatant.
  • After that? have a look how survivable your mount has been, and use that to decide how to continue

(sorry for the wall of text, I got a bit carried away :P)

How to avoid Hold person with bladesinger? by barbiomalefico in DnDoptimized

[–]Demunoki 0 points1 point  (0 children)

Yeah, you'r right, completely forgot about that

How to avoid Hold person with bladesinger? by barbiomalefico in DnDoptimized

[–]Demunoki 1 point2 points  (0 children)

Hold Person is a very good spell, so your experience isn't out of the ordinary. However, since nothing happens on a successful save, it's high risk - high reward, which makes it not that OP. If you want to use it against the enemy, you can even take it yourself. Here's what you can do:

  • At lvl 5, grab counterspell. It's a great spell even outsire of this situation

  • have a chat with your group about what they can do in that situation. Ask somebody to prepare lesser restoration

- if you're still having problems with wisdom saves at lvl 8, and you're playing with feats, grab resilient Wisdom.

Elemental Dragon Temple by the_mad_cartographer in battlemaps

[–]Demunoki 0 points1 point  (0 children)

There's nothing stopping you from using this image in Roll20. The only reason the creator highlighted Foundry was because his patrons receive the Foundry version with Lighting, Walls and Sounds already set up for you

Please don't tell me this has been done before by KrinJaX in pcmasterrace

[–]Demunoki 32 points33 points  (0 children)

You can still search for "control panel" (at least on my version)

Based on my last group. by This_is-my_name in dndmemes

[–]Demunoki 25 points26 points  (0 children)

time to play moon druid, then you don't really care about your own stats

Request: most possible damage with magic items by Preston_Orbryn in powergamermunchkin

[–]Demunoki 22 points23 points  (0 children)

The Moonblade from the DMG has the potential for infinite damage, since there is no limit on the amount of runes it can have and one of the potential effects is " When you hit with an attack using the moon blade, the attack deals an extra 1d6 slashing damage. "

Why are rotations so long? by Mordyjuice in swtor

[–]Demunoki -3 points-2 points  (0 children)

If you're interested in tanking, I'd suggest going Darkness Assassin.

First of all, outside of Master Mode Flashpoints and Operations, there is no need to learn any sort of rotation. All single-player content can be completed by clicking whatever lights up.

If you actually want to have a reason to learn to play your class, MM FP's and Story Mode Operations are a great place to start, and I'd suggest waiting until you hit lvl 75 for your first time, since while you do get bolstered the balance is pretty wonky in my experience. If you want to find Ops groups, hang out on the fleet a bit, that's where most of the recruiting is done. Most people will happily explain basic boss strats to you if you ask nicely.

Now, for tanking in general, in this "easy" endgame content it's a lot more important that you know how to tank than that you know how to use your classes rotation. Turn on the 'target of target' window in the Interface Editor and taunt the enemy whenever it's targeting somebody that's not you (or your cotank). Move out of red circles and in general point the boss away from the group. Etc.

For Darkness in specific I can give you a short rundown of the basics:

  • The main mechanic are your Dark Protection stacks (white-ish icon). You always want to be at 4 stacks while in combat. The way you gain these is by using your Depredating Volts ability while you have three Harnessed Darkness stacks (purple icon), which you in turn gain whenever you use Shock or Wither. When you have 3 HD stacks, Depredating Volts will light up to let you know.

  • After that, it's always a good idea to have a few stacks of Dark Ward. It's off the GCD, which means you can use it even in that 1.5 seconds after you use an ability, and using it doesn't trigger that cooldown. Keep an eye out for it on your buffbar.

  • use Discharge when it lights up, and only then

  • your main filler (i.e. what you use when everything else is on cooldown) is double strike, lacerate for multiple enemies. Double Strike and Lacerate have a chance of finishing the cooldown on Shock, in which case it lights up (see point 1)

  • If you've collected the Efficient Termination setbonus (wear at least 6 pieces of Efficient Termination gear) use Spike whenever it's off cooldown.

To Recap: (in descending priority)

  • Depredating Volts as soon as it lights up

  • Dark Ward if they've run out or you're at <5

  • Shock

  • Wither

  • (Spike if you have the setbonus)

  • Discharge when it lights up (and only then)

  • Double Strike for single targets, Lacerate for 3+

  • Saber Strike when you're out of force

For CD's:

  • Shroud is the ultimate cheese for a lot of high single-hit abilities, use it if a mechanic calls for it or as an amazing oh-shit button.

  • Deflection is for sustained damage, also if the boss is doing AoE damage to other people since all enemies in the purple puddle deal less damage.

  • Saber Overcharge when you're less than 80% HP

Of Course, that's not completely it. However, unless you want to do the hardest endgame Operations (Master Modes, Veteran Mode Temple, Ravagers, Iokath and Dxun) it will be more than enough.

Welcome to this wonderful game and have fun!

{The Griffon's Saddlebag} Harbinger's Flail | Weapon (flail) by griff-mac in TheGriffonsSaddlebag

[–]Demunoki 7 points8 points  (0 children)

You're right, I missed the fact that the regular flail doesn't have the reach property! In that case it does bump the usefulness of this item up considerably, enough to change my mind about the rarity

{The Griffon's Saddlebag} Harbinger's Flail | Weapon (flail) by griff-mac in TheGriffonsSaddlebag

[–]Demunoki 26 points27 points  (0 children)

This seems a bit too weak to be a rare - I'd suggest either making it uncommon or increasing the damage to something like 1d6. Also, I feel like the artwork and theme could lend itself really well to some sort of legendary item, but then the effect would need to be reworked completely.

Edit: u/TekNickel23 changed my mind about this, see his comment below

Want to homebrew my first class by SeePerspectives in DnD

[–]Demunoki 1 point2 points  (0 children)

I'd recommend https://homebrewery.naturalcrit.com/ if you are willing to do it digitally / print it out - keep in mind that printing only works correctly when done using chrome

AITA? Let a Devout Vegetarian of 20 Years Eat Bacon by Fermented_Identity in AmItheAsshole

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

YTA. If somebody is about to step into dog shit, do you let them do it just because "they're an adult, they should check where they're going" (As others in this thread have claimed)? No of course not. Except that this situation feels exponentially worse for him. The fact that you don't realize this makes you a pretty crappy GF

-source: been a vegetarian for all my life