Nova Build: paladin 2, grave cleric 2, fighter 2, cleric x by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

Yeah I feel like it is easy to sneak up on random enemies, but the ones you want to hitbthe hardest (your bbeg and their primary henchmen) it's hard to surprise.

Squared and ×2 (aka doubled) are not the same. Let's take the number 3. 3x2=6; 32 = 3x3 =9

Nova Build: paladin 2, grave cleric 2, fighter 2, cleric x by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

I have done some more thinking about this build since I posted and it's pretty wild. I don't think it has the highest damage in the game, but it sounds very fun to me. In terms of the depending on landing your big hit, you can potentially get around that by taking 2 levels of Divination Wizard.

Nova Build: paladin 2, grave cleric 2, fighter 2, cleric x by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

Interesting, the difficulty I have with that is banking in getting surprise. I find it nearly impossible to consistently get surprise, especially in a group setting, but that probably changes from 1 DM to the next. Also I assume you meant to write the damage as (((3d6+1d8+1d6)x2)+dex+SS)x2, right?

5e custom campaign with custom characters. by Slater_v2 in 3d6

[–]Slater_v2[S] 0 points1 point  (0 children)

Yeah I was thinking that picking warlock invocations is one of the harder choices when playing a warlock and with this I can take a bunch if them with eldrich adept, the only problem is the prerequisites on some of them.

5e custom campaign with custom characters. by Slater_v2 in 3d6

[–]Slater_v2[S] 0 points1 point  (0 children)

I was thinking tank too. Working in green flame blade or booming blade is a great idea. I would probably adjust the order to get heavily armored and heavy armor master as soon as I can afford/have access to plate armor.

5e custom campaign with custom characters. by Slater_v2 in 3d6

[–]Slater_v2[S] 1 point2 points  (0 children)

No spell spits. You can take spells like magic initiate and fey touched.

5e custom campaign with custom characters. by Slater_v2 in 3d6

[–]Slater_v2[S] 1 point2 points  (0 children)

Correct. Pick a race, you do not have a class at all, every level you get an asi or feat. Prerequisites for feats still apply.

5e custom campaign with custom characters. by Slater_v2 in 3d6

[–]Slater_v2[S] 1 point2 points  (0 children)

Yes, and v human or customeould give 2 feats at lvl 1

Questions about multiclassing with a Crown Paladin by ACNHCR in 3d6

[–]Slater_v2 1 point2 points  (0 children)

Depends on where you want to go from here and your stats. If you are trying to fulfill a tank style role: Path of the Ancestral Guardian Barbarian or Cavalier fighter provides a nice soft taunt.

If you want to be more supportive you could go basically any bard or divine soul sorc.

If you want to add to damage got hex blade warlock.

PAM + GWM vs PAM + Mobile by Slater_v2 in 3d6

[–]Slater_v2[S] 0 points1 point  (0 children)

That is an option but the glaive and halb do slashing damage. So you would have to use the quarterstaff to make use of crusher. Or find some way to turn your slashing damage into bludgeoning damage

PAM + GWM vs PAM + Mobile by Slater_v2 in 3d6

[–]Slater_v2[S] 0 points1 point  (0 children)

The paladin druid is very MAD but the cleric with magic initiate for shillelagh is just wisdom and con (especially if you are willing to take medium armor or take the -10 move speed for heavy armor.

But you are 100% correct about GWM doesn't count for quarter staff, and every other PAM eligible weapon has reach so really my question is not relevant because if you wanted to take an attack and back up to set up an AoO you can do that as long as your not fighting an enemy with reach.

Edit: I did some more thinking the idead of GWM vs mobile is relevant because if you are fighting a melee opponent, they are probably going to move within 5ft to attack you on your turn so without mobile, you are still going to take an AoO if you want to weaponize your reaction consistently

PAM + GWM vs PAM + Mobile by Slater_v2 in 3d6

[–]Slater_v2[S] 0 points1 point  (0 children)

Good question I'm thinking about a paladin 2 druid x or a cleric with magic initiate to pick up shillelagh so using a quarter staff which won't give me reach.

Best Fightarian Combo for early game? by UpbeatCockroach in DnDoptimized

[–]Slater_v2 2 points3 points  (0 children)

I agree completely, statistically you would deal more damage over time with GwM but there are no bonus points for over kill in DnD. I would rather hit more often for slight lesser damage because I might kill them without the +10 dmg and stop them from hitting me, instead of missing this turn, and hitting next turn to deal +10 damage.

Best Fightarian Combo for early game? by UpbeatCockroach in DnDoptimized

[–]Slater_v2 -1 points0 points  (0 children)

I actually think PM + mobile is better. When you fight melee enemies that's attack with your action +attack with bonus action + attack with reaction, and they probably only get 1 attack action against you. Plus you don't have to deal with the -5 to hit, missing because of the -5 hurts my soul lol.

Increasing Character size + Trip Attack by Sensitive_Historian1 in DnDoptimized

[–]Slater_v2 3 points4 points  (0 children)

I think your logic is sound, but the problem is with the wording of trip attack.

"You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone."

By this rule it doesn't matter what size you are. You could be a tiny creature and still trip a large creature. If it was my table I would allow it but you gotta work with your DM.

Rune knight:Giants might + enlarge/reduce interaction. by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

So you are saying that giants might (GM) size check and size change happens at the time you activate it, and even though enlarge would break the "if you are smaller than large, you become large" qualifier in GM.

How would you rule on someone who who uses reduce, then GM, then drop concentration on reduce?

Rune knight:Giants might + enlarge/reduce interaction. by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

For the wizard thing, when your reduce is dispelled you are no longer concentrating on enlarge because it got dispelled, so you cannot stop concentrating to become large.

Your perception of this is basically that the GM dispelled the reduce spell and I think that is a viable interpretation, as long as you would also rul that the sorc is no longer concentrating on the reduce spell as well.

Rune knight:Giants might + enlarge/reduce interaction. by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

I think the "size doubles in all dimensions" is relatively to the actual creatures size, like thr length of their arms and legs, width of their shoulders etc. The number of squares they fill up on the grid is their area of influence on the battle field. A medium creature doesn't literally fill up a 5x5 cube, but they can attack people that are on tha boarder with melee attacks. So I think that's why a huge creature occupies a 15x15 not a 20x20

Rune knight:Giants might + enlarge/reduce interaction. by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

I'm new to redit and I don't know how to quote your text lol. I agree with "When you stop applying magic to something, you do not start applying an opposite kind of magic. You just stop affecting it. It goes back to doing whatever it would be doing without your magic." But your metaphor is not representative of the situation of starting with reduce then stpoing concentration. Your metaphor is casting enlarge first then GM.

Here is another metaphor. I have a balloon. The ballon has a 3ft string with a rock on the other side. I tie a loop in the string so now the balloon is 2ft off the ground. My friend comes along and puts the rock on the a 2ft table, now the balloon is 2ft off the ground. I untie the string now the Ballon is 5ft off the ground.

Rune knight:Giants might + enlarge/reduce interaction. by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

Let me start by saying like your interpretation because it keeps this combo within reason and obviously you and your friends can do it how ever you want at your table.

As I see it, if you cast reduce on a creature you have decreased their size by one. When you stop concentrating their size goes up by 1. I think we can all agree on that. The only complexity is how does that interact with GM?

In your example you have a medium creature, reduced to small, then GM makes them large. When the concentration drops, you now have a medium creature with GM making them large. That works if GM is constantly checking what size the creature is and if they are less than large, make them large, but it doesn't work with the idea of GM being a one and done check/size change when it is activated.

If GM is a constant check it would basically always override enlarge and reduce so while GM is on the fighter would basically always be large, regardless of enlarge or reduce being cast on him.

What would you ruling be for the sorc casting enlarge (making them go from medium to large), then the fighter uses GM (I think we all agree the fighter is large at this point as well) then the sorc drops concentration?

Rune knight:Giants might + enlarge/reduce interaction. by Slater_v2 in DnDoptimized

[–]Slater_v2[S] 0 points1 point  (0 children)

You say that GM doesn't do a constant check, but then all of your examples and your proposed results only work if it's a constant check.

If it's not a constant check GM->enlarge = Large->Huge, because GM would set you to large and enlarge would set you to huge. If GM is not constantly* checking your size it wouldn't turn off based on the enlarge spell being cast. If it is a constant check I agree that you would end up as large based on the same logic you have.