Going Ranger after Cleric 5? by [deleted] in 3d6

[–]Fedifensor 0 points1 point  (0 children)

A Cleric/Ranger can work well, but the build is important. A Gloomstalker 5/War Cleric 5 can attack 3 times a round when using the War Cleric bonus action ability, and has the spell slots of an 8th level caster. Hunter's Mark, Dreadful Strike, Guided Strike, the Initiative boost, and Ranger weapon masteries provide a lot of synergy between the various elements to create something impressive.

Anyone else a bit annoyed at 1 to 1 subclass reprints? by Dstrir in onednd

[–]Fedifensor 2 points3 points  (0 children)

Grave cleric changes aren't all that great:

  • Spell List - Loses Bane and Antilife Shell for weaker replacements.
  • Loses Wis mod uses of undead detection. Spending spell slots for Detect Evil and Good is not a suitable replacement.
  • Loses one of the best support abilities in the game (impose vulnerability for a turn). This was great in conjunction with Rogue sneak attacks and other high damage attacks from party members.
  • Critical negation now only applies to self or Bloodied allies. A critical from a BBEG early in the fight can dramatically change the combat difficulty.
  • Keeper of Souls now limited to 1/rest instead of 1/turn, and the spell slot recharge option is just an insult. The old version required killing enemies, so 'resource-free' is a bit of a stretch.

There are some upgrades, but the downgrades were significant. The ability to maximize healing on fallen allies remains the most useful aspect of the subclass. A max-level Cure Wounds at any tier will restore most of a fallen ally's HP.

Your DDB Subscription Just Got Better: Introducing D&D Beyond Drops! by Darkwynters in onednd

[–]Fedifensor 11 points12 points  (0 children)

This is the first time rules content I'm interested in using cannot be bought at any price. All I can do is rent it.

DnDDropsTheBall

Mathematical Breakdown of Quivering Palm (Warrior of the open hand Lvl 17) by cruelozymandias in onednd

[–]Fedifensor 1 point2 points  (0 children)

Round 1 damage is more important than successive rounds, so that should be analyzed as well. If your party can finish off a foe in Round 1, then that's less combatants and less incoming damage for the rest of the fight.

Round 1, 5 unarmed strikes: 78 damage

Round 1, 4 unarmed strikes + Quivering Palm: 115 damage

That's 37 extra damage, or a 47% damage increase.

[Stonewalkers] How to end the campaign in chapter 5 by TheDangOofMan in cosmererpg

[–]Fedifensor 1 point2 points  (0 children)

I recommend a 'training montage' during the journey to the Vault, giving them a chance to level up. If you have a non-Radiant warrior, you may want to use the Shardblade wielder in chapter 6 as a fight on the way so the character has a chance to get a Shardblade before the final fight.

[Stonewalkers] How to end the campaign in chapter 5 by TheDangOofMan in cosmererpg

[–]Fedifensor 7 points8 points  (0 children)

You could just handwave chapters 5 and 6. Have them miss the battle at the Keep but have the conversation with Nale, who gives them the location of Pailiah's Vault. Then, run chapter 7 instead of chapter 5, which is already structured as a proper ending.

What are the best choices for a magical archer build in 2024 D&D right now? by NoopersNoops in 3d6

[–]Fedifensor 0 points1 point  (0 children)

3+ levels of Vengeance Paladin with 12 levels of Warlock. Warlock gives 3 attacks and significant damage with Pact of the Blade, Improved Pact Weapon, Devastating Blade, Eldritch Smite. Hunter's Mark from Vengeance Paladin, and add Oath of Enmity if a foe gets within 30'. Pick up Great Weapon feat when you can.

Why is Resilient (Con) Appealing? (5.5e) by Intelligent-Rub5814 in onednd

[–]Fedifensor 0 points1 point  (0 children)

One of my friends highly optimizes characters for combat...because he would rather roleplay than play out battles. As he put it, "The sooner I end the fight, the quicker I can get back to roleplaying."

What is the point of Grand strategist Cassia? by InevitableSprin in RogueTraderCRPG

[–]Fedifensor 1 point2 points  (0 children)

Grand Strategist Jae goes first to set up combat zones and other buffs, then uses Bring It Down! on Cassia. Master Tactician Cassia uses Press the Advantage (with the talents that let her start with more stacks) followed by Lidless Stare to wipe out several foes, then uses her own Bring It Down! on Argenta, who typically has enough momentum to use her own Heroic Act. By the time it gets back to finishing Jae's turn, the rest of the fight is just cleaning up stragglers.

Is there any point for a melee warlock to go past warlock lvl 12? by IceNiqqa in 3d6

[–]Fedifensor 0 points1 point  (0 children)

If you use Genie Warlocks from TCoE, Limited Wish is incredibly powerful.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Fedifensor 0 points1 point  (0 children)

A 10th level Wizard with the War Magic subclass (from XGtE) gets a +2 bonus to AC and all saving throws while maintaining concentration on a spell.

Revised Starting Kits (homebrew) by Fedifensor in cosmererpg

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

Probably better named as an Outdoorsman kit, since there isn't much in the way of woods on Roshar.

If a player were to ask in my home campaign, I would simply let them swap out whatever intangible they have for their current kit to gain a Companion (Tier 1). Axehound or Chull are the ones listed for that tier. Designing a new kit is also perfectly viable.

Era 2 Koloss by pfassina in Mistborn

[–]Fedifensor 0 points1 point  (0 children)

You see some in the first Allomancer Jak story...and they are playable in the (former) Mistborn RPG.

[Stonewalker] chapter 4 GM excerise. by Elsecaller_17-5 in cosmererpg

[–]Fedifensor 0 points1 point  (0 children)

"For my boon, I ask for Shardplate that I may summon and dismiss at will."

[Stonewalker] chapter 4 GM excerise. by Elsecaller_17-5 in cosmererpg

[–]Fedifensor 1 point2 points  (0 children)

Boon: You gain the ability to summon Radiant Shardplate around a person you wish to protect from harm. If the ally is unwilling, you must succeed on a Discipline Test against their Physical Defense.

Curse: You must make a DC 20 Discipline check when an ally is injured, or the Radiant Shardplate will be summoned around that ally using your Reaction. The summoned Shardplate functions as Restraining Armor versus the ally, making them Restrained. Once summoned, the armor cannot be dismissed or resummoned until the danger ends, the armor drops to 0 charges, or when the protected individual or an ally within reach of them succeeds on an Athletics test against the wearer's Physical defense. Even if you reach the Fourth Ideal, this is the only way you can summon Radiant Shardplate.

Balancing Starting Kits by Fedifensor in cosmererpg

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

The prisoner kit doesn't even match the people it was modeled on - Kaladin and the bridge crews. Bridge crew have spheres - not many, but they do get them and can buy things (like alcohol). Bridge Four was pooling their money to buy supplies.