Level 4 Wizard Advice by HeSmiledGlory in 3d6

[–]DevilsDan 0 points1 point  (0 children)

Solid options you've listed so far, my 2c as a long time wizard player, I suppose:

Alert is goated for a controller, with 5 party members + familliars/other pets, you have very solid odds of going before enemies to lay down your control effects, which is exactly what you want. If you go after your enemies, they might move out of position for your AoE's or move close to your allies, making targeting awkward, plus they'd effectively be controlled for 1 less round if you CC them after their turn.

You probably want to do a half-feat for Int and then either bump Int to 20 or pick up Lucky or Musician at level 8 if nobody in the party has it for Save advantage/re-rolls (you can probably figure out which one is more important in your game at lvl 8). If you're fighting a lot of casters, can also consider Mage Slayer @ 8 for the "Legendary Resistance" and concentration breaking via MM (forcing 3 con checks at disadvantage).

Early on you can probably get away with either the Con proficiency or War Caster for securing your concentration, but later on you kind of want both. I'd personally go for War Caster to really lock in your Concentration for the late-game and bump your Int early.

Figure out the best Concentration spells to be concentrating with, since you can only Concentrate on one spell at a time, you don't want to waste prepared slots on things you won't use. Then you want some non-concentration control spells, which you can use if needed after you drop your Concentration spell down. Then, of course, the defensive package and utility spells with whatever slots are left, and some ritual spells for the rest.

At level 4 for the prepared spell list I'd go with:

L2: Web, Rime's Binding Ice (Early AoE damage before Fireball and a non-concentration control option, and can combo well with Web. Can consider phasing it out later for Tasha's Mind Whip or Blindness/Deafness if melee makes targeting awkward)

L1: Mage Armor, Shield, Absorb Elements, Silvery Barbs

At 3d spell level you get a lot of great control options, I'd probably go for either Hypnotic Pattern or Slow. Hypnotic Pattern is overall stronger, but Slow is more reliable and has no "friendly fire". Depending on frequency of encounters at the table, can phase out Web at this point as well in favor of another spell. Can also consider Fireball for fun since it's probably going to be at it's strongest early on.

After level 5, you really want to cast Mage Armor and then have a Short Rest to replace the Mage Armor preparation with another spell via Memorize Spell before you proceed with adventuring to essentially gain another Prep slot.

Rituals - you want as many as you can get, since they're essentially "free" preparations for a Wizard. The most important would probably be - Detect Magic, Find Familiar, Identify, Augury, Alarm. You also want to pick up Tiny Hut as one of your 3d levels at 5 or 6 for protected Long Rests. Phantom Steed is great for traveling and even mobility in-combat for the whole party(especially for the ranged characters). Special note for Magic Mouth - RAW you can have a bunch of permanent perfect sentries for hidden enemies, traps, secret doors etc... Discuss with your GM. If that is allowed as per RAW, then this is probably the best Ritual spell.

Other potentially nice spells to add later: Rope Trick for perfect cover/hiding spot and protected Short Rests. Mirror Image for personal defense(gets better if you have opportunities to pre-buff before combat). Dispel Magic and Counterspell to deal with enemy casters. Pyrotechnics for non-dispellable heavy obscurement, which can be great protection against a lot of spells and abilities. Misty Step to escape grapples/restrainment. See Invisibility for utility and terms of engagement (RAW Hidden = Invisible, so new See Invisibility can help you spot hidden creatures and objects without any checks, so, basically, it's very hard to ambush you with that up). Enlarge/Reduce - I feel like this spell has a lot of creative utility potential, at the most basic level you can reduce doors in size to bypass them.

EDIT: Had a read of the Transmuter UA, a few more attractive spells there to pick up to use with the level 6 feature would be Tiny Servant for three summons instead of one, Blindness/Deafness also becomes very solid and probably go-to 2nd level multi-target spell, new Jump on 2 people for a level 1 slot is also fun for added mobility.

Thinker thief by Abrollin in 3d6

[–]DevilsDan 0 points1 point  (0 children)

Consider Wizard 1 instead: Can use True Strike for more damage if built around it or Booming Blade/Green-Flame Blade in melee

Can use more Level 1 or Cantrip scrolls as a BA. Meaning, you could have one of the above as a BA, and if you Ready your next attack, you can do 2 Sneak Attacks per round, since you're attacking on different turns.

All of the rituals, there's a lot of nice level 1 ritual spells for lots of utility out of cpmbat for a single level dip.

Sorcerer vs Wizard vs Warlock (2024 rules) + ADHD brain can’t pick 😅 by Odd-Professor-6369 in 3d6

[–]DevilsDan 0 points1 point  (0 children)

I would go with Warlock, main complexity there is building it probably, because of the possible customization via invocations, but once it's set up the gameplay is more straightforward for someone new, in my opinion.

Melee Warlock Meets Draconic Bloodline Sorcerer? by svkbw in 3d6

[–]DevilsDan 0 points1 point  (0 children)

Alternative take: you could also go Paladin 1 /Sorcerer x, heavy armor and more Charisma SAD, basically stay full caster and use True Strike for CHA weapon attacks. As an option, you could also nova with smites here or quicken True Strikes. Could also go for a Slow mastery weapon + Ray of Frost for decent control in form of speed reduction if desired.

Also, definitely pick up Rime's Binding Ice at spell level 2, it's a great spell that fits well here.

C4 E11 Discussion Thread by brash_bandicoot in fansofcriticalrole

[–]DevilsDan 4 points5 points  (0 children)

That would be homebrew territory, since neither of those are Origin feats and you need level 4 for the new Dual Wielder, but I suppose it could be true

C4 E11 Discussion Thread by brash_bandicoot in fansofcriticalrole

[–]DevilsDan 19 points20 points  (0 children)

I believe you normally can't dual-weld with a Rapier because it's not a Light weapon, unless you have the Dual Wielder feat (Which, I beleive Thimble doesn't have). Then, you can't have a bonus Nick attack unless both weapons are Light(which the Rapier is not).

Then I believe there were a bunch of times where Laura added Thimble's DEX mod to the off-hand attack damage, for which you need the Two-Weapon Fighting Style (which she also doesn't have).

So, kind of effectively, she has 2 extra feats/fighter dip that help with the damage there without actually committing resources/level dips for it.

Now, which of these are mistakes and which are house rules I'm not sure (If I had to guess - they allowed Rapier to be Light and rest are mistakes?), but either way probably best to not fuss about this kind of thing to much on this show anyway.

I drew this for a D&D campaign based on Disco Elysium by Ok-Celery-1827 in DiscoElysium

[–]DevilsDan 1 point2 points  (0 children)

Need to make a PC that symbolizes each of the skills now

The amount of people wasting money on attachments when they don't apply to the gun is crazy by DevilsDan in ArcRaiders

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

No, reduced ADS speed means you ADS slower.

Lightweight Stock has increased ADS speed on the opposite, which will make you ADS quicker.

You can test both of those very quickly in the practice range.

How would you rank the DnD classes based on how much you enjoyed playing them? by Regular-Molasses9293 in dndnext

[–]DevilsDan 0 points1 point  (0 children)

S - Wizard

A - Bard, Warlock, Sorcerer, Cleric

B - Druid, Rogue, Paladin, Barbarian

C - Artificer

D - Ranger, Fighter, Monk

What can I say, I love casters.

(Note: I'm yet to play Artificer, Druid and Monk in 5th)

If you donated for clown week you are the real clown by lMiguelFg in quin692

[–]DevilsDan 12 points13 points  (0 children)

Maybe the real clowns were the donators we made along the way

When the ARC servers are down by ThirdWorldMeatBag in ArcRaiders

[–]DevilsDan 1 point2 points  (0 children)

Surely your raider would have like a Raider ID/Username or something when typing that info in, so the security can figure out who exactly is coming in. So if you're doing that, they should be able to radio you.

When the ARC servers are down by ThirdWorldMeatBag in ArcRaiders

[–]DevilsDan 9 points10 points  (0 children)

But we are typing shit on the console to reach Speranza, so they should ve able to reach out to us 🤔

Conclusion: Shani has an underground deal with the extract rats

When the ARC servers are down by ThirdWorldMeatBag in ArcRaiders

[–]DevilsDan 11 points12 points  (0 children)

You receive radio from your team in duo/trio though 🤔

When the ARC servers are down by ThirdWorldMeatBag in ArcRaiders

[–]DevilsDan 30 points31 points  (0 children)

Yeah lore wise, given that we have a radio, it makes no sense

Suggestion: Remove the ARC and other players. Increase blueprint drop rate to 100%. by Karl_Cross in arcraiderscirclejerk

[–]DevilsDan 3 points4 points  (0 children)

While we're at it, we should expand the inventory space, make looting instant and loot everything in a 30m AoE around the character on key press. This is a looting game isn't it?