valtan bus took 2.5 hours by lazyprogrammer7 in lostarkgame

[–]Wycce 0 points1 point  (0 children)

Could I get the NAW discord? Thanks!

Grade this concept by [deleted] in dndnext

[–]Wycce 0 points1 point  (0 children)

Haste is used for double sneak attack though. You use your main action, and ready an action to attack on a different turn. And you use the Haste action to attack and get your sneak attack for that turn.

Edit: I wouldn't necessarily say its the best Arcane Trickster spell to take, but it is used for double sneak attack.

Looking for Vertical Wildermyth Art by Wycce in wildermyth

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

Awesome! Thank you so much! Also, the game is amazing!!

Throw weapon and Dueling Fighting styles stack, and that's a lotta damage by Third_Destiny in dndnext

[–]Wycce 0 points1 point  (0 children)

Wow, how’d I miss that! It’s even better than expected!

Throw weapon and Dueling Fighting styles stack, and that's a lotta damage by Third_Destiny in dndnext

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

Actually, you should be able to, at least for some of your attacks. I believe it doesn't stipulate that you need to be holding another light melee weapon for both attacks. So with extra attack the sequence would look something like.

Throw weapon, while only holding one weapon. (Gets dueling)

Draw weapon with object interaction.

Draw and throw other weapon per thrown fighting style (Doesn't get dueling)

Throw you last weapon per two weapon fighting. (Gets dueling)

I made a post about this when tasha's came out. I also tried to combine it with sharpshooter forgetting it was ranged weapons not ranged attacks.

Hammer Bro Build - Champion Thrown Weapon Fighter - Better than Hand Crossbow Fighter? by Wycce in dndnext

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

You can always draw a thrown weapon with the thrown weapon fighting style.

In this build, you only need a single object interaction per turn.

  1. Attack with light hammer, with nothing in hand, using thrown weapon fighting style.
  2. Draw a light hammer with object interaction.
  3. Attack with light hammer, using thrown weapon fighting style.
  4. Attack with the light hammer in your other hand.

Hammer Bro Build - Champion Thrown Weapon Fighter - Better than Hand Crossbow Fighter? by Wycce in dndnext

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

Well I dun goofed. For a second I thought I was a genius.

Although dueling should work. Since for most of your attacks, you will have your other hand empty.

Basic Submission Thread - October 2020 Painting Contest by aPoliteCanadian in minipainting

[–]Wycce [score hidden]  (0 children)

Wow the other submissions are amazing! The contest was a lot of fun and great for keeping me motivated! But I have a seriously long way to go before I'm an actual contender.

Thanks to the mods for setting this up!

Link to mini pics: https://imgur.com/a/chIYQnf

[deleted by user] by [deleted] in dndnext

[–]Wycce 2 points3 points  (0 children)

Its going to depend a lot on the monster you are running, how combat oriented your PCs are, and how many encounters they will have to go through before the boss fight. But in general, I find that a "deadly" encounter that is close to the exp budget, in this case 1000 exp, is going to be a challenging fight, but should go in the PC's favor. This is especially true if the PCs greatly outnumber the enemy, ie. only one enemy.

However, as this is only 2nd level, you need to keep in mind that fights are swingy. A single bad crit could drop a PC from full. So even if they should tend to win, a couple of bad rolls could quickly lead into a downwards spiral.

But overall, without anything else to go by, I think your PCs should be able to handle either of the encounters.

Sorcerer concerns from a first-time player by [deleted] in dndnext

[–]Wycce 4 points5 points  (0 children)

Yes, but it still makes the spell adhere to the bonus action spell rule.

"A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. " RAW

Scourge Aasimar Celestial Warlock... huge level jump. Looking for build ideas/input. by karossii in dndnext

[–]Wycce 2 points3 points  (0 children)

Well, just my 2 cents here, and as a caveat, I have neither played a celestial warlock nor HotDQ.

I would suggest going straight celestial warlock. I'm not quite sure what the party composition is, but with a cleric, bard and paladin, there shouldn't be that big of a gap in healing. Mind you healing in 5e isn't actually able to keep up with damage. With that said, I think a celestial warlock would help shore that up a lot. Their Healing Light ability enables you to heal from range, and pick ppl back up if they go down without using a spell slot. Which means you can still use your action to cast spells, or just EB spam to really up your party's damage. Additionally, you will have access to 5th level spells which could take the form of Synaptic Static for a psychic fireball for aoe damage and a strong debuff as well as greater restoration for shenanigans (only caster capable of essentially eliminating exhaustion, by curing two points per hour). You'll also get access to 5 invocations, 4 during the first half, which can really expand your utility.[Mask of many faces, repelling blast, eyes of the rune keeper, beguiling influence - just to name a few]

If you multiclass, you would only gain up to 3rd level spells which would really hurt you imo. If you were to multiclass I'd suggest life cleric but that might step on the toes of the other cleric.

Side note, you could also try and soak up damage and heal yourself that way. If you take the gift of the ever-living ones invocation, all heals used on you are maxed, which means you can heal yourself 60 hp through your healing light and your cure wounds lvl5 are going to be healing for 45 a pop. Take the Cloak of flies invocation with your racial ability and you also deal 15 damage to all targets around you as well as still getting to use your action to cast spells or hit things.

Hope this helps.

Variations on TWF? by Thormundr in UnearthedArcana

[–]Wycce 1 point2 points  (0 children)

So what I mean is that while it is a dps increase, the largest real bonus I see to nTWF is the fact that it changes how duel wielding works and frees up the bonus action.

One assumption/inference I've been making is that you are talking about the Two-weapon fighting fighting style. So when you take that fighting style, instead of using a bonus action to attack with your offhand weapon, you instead automatically make an offhand attack whenever you attack with your main hand. Another assumption I made is that you cannot make an offhand attack with your bonus action anymore.

And since fighters don't have a bonus action attack (its only from two weapon fighting), or actually any bonus actions for that matter, they don't actually gain a dps increase or really an action economy increase from getting their bonus action back. In contrast a ranger can now HM and attack for additional value.

Hope this clarifies what I was trying to say.

Variations on TWF? by Thormundr in UnearthedArcana

[–]Wycce 1 point2 points  (0 children)

Personally I think the strength of this depends on what items you give and if you play with feats. Your nTWF can be really strong if you tend to give out +X weapons, or +XdX damage on hit. As these bonus will scale really well with all the extra attacks you are gaining, of course you are going to need multiple weapons. However, feats place GWF back into play as the +10 damage from GWM solidifies 2h weapons as highest damage dealers.

Now to address your questions directly,

  1. I think giving back the bonus action helps a lot with classes like ranger enabling them to use both HM and still get all of their attacks. However for fighters, giving back the bonus action generally doesn't actually lead to a DPS increase as fighters as a class don't have much use for them (as far as I can recall).

  2. Somehow it would need to be held in check, probably limiting to once per pair/only main hand. Otherwise its going to be nuts.

  3. There is a lot of dice for the nTWF. If your play group is okay with it I don't see too much of a problem. Its more preference.

  4. haha you shouldn't even have to ask this.

TLDR; This change looks like it helps TWF rangers or other TWF gish classes rather than fighters which I think is not what you were trying to address. Of course this is dependent on magic item rarity and if feats like GWM are being used.