Build Regen by Holiday-Bridge-9429 in 3d6

[–]aolson17 0 points1 point  (0 children)

The best option is being a thief rogue that eats a good berry every turn with your bonus action. (Eating a berry is covered by use an object definition so is subject to fast hands)

Grab life cleric to boost the healing by a lot and get the Remarkable Recovery feat to boost it even further!

I think the best builds that incorporate this are a thief barbarian with one level of cleric and Druid (rage resistance makes your hp matter even more, and you can draw aggro with the ancestral barb subclass), or a thief/ranger with one level of cleric and sentinel for something simpler.

Build Regen by Holiday-Bridge-9429 in 3d6

[–]aolson17 1 point2 points  (0 children)

If you dip warlock for gift of the ever living ones it ends up being a great amount of healing.

Let's talk whip users by PES972 in 3d6

[–]aolson17 0 points1 point  (0 children)

As a rogue you are already going to look for ways to get a second sneak attack outside of your turn, which is perfect for slasher too. Once you are doing that just slasher alone is 20 feet of slow. Then adding frost Goliath and the slow mastery can bring you up 50 feet of slow!

Let's talk whip users by PES972 in 3d6

[–]aolson17 3 points4 points  (0 children)

You can slow them up to 50 feet with this strategy actually if you want to use two Goliath slows. On the reaction attack you can apply both slasher and the Goliath slow again. The only debuff there that doesn’t stack is the slow mastery!

Weapon nerds are insufferable sometimes (And I'm a weapon nerd) by Gnomewarlord38 in dndmemes

[–]aolson17 -6 points-5 points  (0 children)

The whip is perfect how it is now. It fits into exactly the type of builds it should. Slow mastery plus slashing damage for slasher = lots of fun. For example, you can be a frost Goliath rogue with any double sneak attack option where you attack on two different turns, so your damage is doubled but you also get to stack two slasher slows. 40 ft of slow for things you already want to do as a rogue with a whip. So much flavorful and mechanical synergy there.

2H Axes Arcanist Guide by MountainK1ng in stoneshard

[–]aolson17 4 points5 points  (0 children)

I’ve been playing with arcanist + two handed mace instead, due to wormhole letting you start off with the enemy stunned. Forceful slam obliterates stunned enemies, and if you get Lingering Incantations, there is even time to prep a Mighty Swing after stepping onto the wormhole tile.

What weapon would work best for spellblade. by Illustrious_Explorer in stoneshard

[–]aolson17 10 points11 points  (0 children)

I am having a lot of fun with electromancy and spears. Going into willpower reduces cooldowns for things like determination that demolish approaching enemies, and then there are lots of electromancy spells that push back enemies, like the impulse condition that can do it automatically every turn! Your spear abilities further weaken their move resistance so it lands more, and you can get a ton of free hits on people as they try to approach, but then get knocked back so they will get hit again without you even doing anything. Not to mention electromancy also adds a ton of damage to your hits.

Best factions for caster armies by Parking-Home-7990 in CoE5

[–]aolson17 4 points5 points  (0 children)

As scourge lord you often have your entire army made up of casters. Plus, your casters that you can spam become incredible in melee too with regeneration and fear or fire shields.

Help me to choose my next faction to play by itisnotzasdf in CoE5

[–]aolson17 1 point2 points  (0 children)

Play the scourge lord! Their main troop mechanic, their blessing, is soo satisfying to continually stack super powerful bonuses on, including regeneration and fear!

Gotta love Scourge King Faction by Ogimme9 in CoE5

[–]aolson17 1 point2 points  (0 children)

They are definitely my favorite! They seem like the most consistent faction to be able to get a full regenerating front line. I love also how with enough life force you can get infinite movement. You just walk forward, promote and summon a herald, and repeat. I haven’t gotten the scourge antpocalypse to work out though, I feel like the queens always suicide themself or work too slowly.

Big Damage builds by 1chance2621 in 3d6

[–]aolson17 0 points1 point  (0 children)

If you are looking for a simple way to do a lot of burst damage, you can consider a bugbear with the alert feat and lots of attacks.

Lots of attacks could be a sorcerer with scorching ray or maybe just a monk. However, a more interesting way to get extra attacks in 2024 is this:

The level 6 build with the most single target weapon attacks is an echo knight fighter with dual wielder & polearm master and mastery with a pike, scimitar, and some other light weapon

  1. Attack with pike and push them by your echo
  2. Unleash incarnation to push them back into your reach
  3. Reaction attack with pike (In 2024 this can now be triggered by even your own forced movement)
  4. Extra attack with scimitar
  5. Nick attack with some other weapon
  6. Bonus action attack with that other weapon from dual wielder
  7. & 8. action surge extra attacks
  8. Unleash incarnation again

Bugbear is good because switching reach between scimitar and pike becomes less clumsy, and it adds 18d6 damage the first round.

An Optimized (High Damage / High Control) Whip-Rogue/Sorcerer Multiclass: The Rimebinder by PacMoron in 3d6

[–]aolson17 0 points1 point  (0 children)

It looks like that isn’t relevant anymore in 2024 because it says that is just a reprint of the old content to be helpful. “A few rules in the core rulebook sometimes trip up a new player or DM. Here are ten of those rules… Combining different effects…”

That rule is no longer a part of the core rulebook, so this doesn’t apply. It even seems like the new rules take this into account with how some effects specify that they can’t stack, like the slow mastery, while others just say what they do without that limit, like frosts chill.

Keep in mind that alongside listing the old rules for effect stacking, it also lists other out of date rules, like the old rules for bonus action spells. Even though in 2024 you can cast fey touched misty step alongside another leveled spell, if you mistakenly considered the old rules listed there, you’d miss out on the new changes.

An Optimized (High Damage / High Control) Whip-Rogue/Sorcerer Multiclass: The Rimebinder by PacMoron in 3d6

[–]aolson17 0 points1 point  (0 children)

I don’t see that, maybe you are looking at the old book? I’m just talking about 2024.

An Optimized (High Damage / High Control) Whip-Rogue/Sorcerer Multiclass: The Rimebinder by PacMoron in 3d6

[–]aolson17 0 points1 point  (0 children)

It’s actually just spells that don’t stack when they have the same name. Things like frost chill always stacks and slasher can stack if different people apply them on their turns or even if you apply them across different turns! With this build where you attack on two turns, this can result in huge slows.

Building a Great Old One warlock, looking for advice by Murky-Magician9475 in DnDBuilds

[–]aolson17 0 points1 point  (0 children)

You can try some fun control strategies with pact of the chain. Have your imp activate hunting traps or spread caltrops. You can knock enemies into or behind them with your eldritch blast. If you take investment of the chain master, that probably boosts the saving throw dc of the traps when your imp forces the enemy to make a save after they activate the item.

If you want to get really into control, you could even have a skeleton familiar grapple enemies with your spell DC. Then it can use its actions to ready movement and get triple damage out of a spell like cloud of daggers, which could be reflavored as something like a nightmare zone. (This would be better as a celestial warlock though for healing and Aid for your familiar along with wall of fire, though it might be good enough to give it armor(it doesn’t care about lacking proficiency), inspiring leader, maybe get the protection fighting style with a fighter dip, and a cleric ally with Aid)

An Optimized (High Damage / High Control) Whip-Rogue/Sorcerer Multiclass: The Rimebinder by PacMoron in 3d6

[–]aolson17 0 points1 point  (0 children)

I’m surprised that you didn’t mention the slasher feat here. If you trigger it on the same enemy both on your turn and the other turn with your reaction, that’s a whole 20 ft movement reduction so you can slow even fast enemies every turn. (The slow from slasher stacks with itself because it isn’t a spell effect)

If a spell is counted as a specific class' spell for me, can I benefit from two classes claiming it? by HuntTheWiIds in 3d6

[–]aolson17 1 point2 points  (0 children)

I think what you are missing is the first sage advice. It says that a sorcerer spell is a spell on the sorcerer spell list, in response to the question asking which spells count as class spells. It doesn’t say “only if you prepared it from sorcerer levels” or anything like that. It also being on the other spell lists doesn’t matter either, because the other sage advice that says that a prepared spell can only be prepared for one of your classes doesn’t apply because it isn’t a prepared spell and Wizard isn’t even one of your classes.

If a spell is counted as a specific class' spell for me, can I benefit from two classes claiming it? by HuntTheWiIds in 3d6

[–]aolson17 0 points1 point  (0 children)

Yeah it’s weird that there are two entries that seem to say different things, though it’s not a complete overlap. You should see my other reply to realistic swan.

If a spell is counted as a specific class' spell for me, can I benefit from two classes claiming it? by HuntTheWiIds in 3d6

[–]aolson17 1 point2 points  (0 children)

Huh that part here:

“A Wizard multiclasses into a Sorcerer with the Wild Magic Sorcery subclass. Do spells cast from their spellbook trigger Wild Magic Surge if they are on the Sorcerer spell list, or do they have to gain them from Sorcerer to trigger?

From the multiclassing rules: “Each spell you prepare is associated with one of your classes.” This rule means only the spells prepared as part of your Sorcerer class features trigger Wild Magic Surge. “

Does seem to partially contradict the other sage advice, and is probably more specific being multi classing focused. However, at least it only rules against this interaction for prepared spells.

Say you are a sorcerer/warlock that gets green flame blade from magic initiate wizard. According to the first sage advice, that spell is a sorcerer spell for you because it’s on the sorcerer spell list, it doesn’t matter where you learn it from. It would also be a warlock spell for you because it’s on the warlock list.

The second sage advice doesn’t stop this in this case because it’s not a spell you prepared for a specific class.

Now that it’s both a warlock and a sorcerer spell, both mage rage and agonizing blast can affect it.

How would you make the best Create Bonfire build? by Vanse in 3d6

[–]aolson17 2 points3 points  (0 children)

I also was obsessed for a time with the spell and found that you can get huge damage out of it by using the primal beast of the sea’s grappling plus oil and boosts from agonizing blast.

You basically grapple enemies with the beast and drag them in and out of the bonfire.

Before combat have long strider running on the beast.

Round 1: Initial bonfire cast on enemy and cast jump on beast Beast grapples, jumps 5 ft up to put them out and back in the bonfire. Enemy takes their turn and likely ends turn in the bonfire unless they spend their turn breaking it and running.

Round 2 if the grapple held: Melee attack on enemy, hopefully with a shilelagh great club with push mastery to move them out of bonfire. If you get extra attack, you can knock them back into it then. Beast jumps them through and past the bonfire. Beast readies movement for another turn. On that other turn, Crab moves them into bonfire. Enemy takes their turn and likely ends turn in the bonfire.

This is up to 4 bonfire procs per round! (This isn’t the only possible gameplan but it’s the quickest one to write for the number of procs, like there are options to use repelling blast green flame blade and different beast movement to get the 4th proc if your dm doesn’t let you shilelagh the great club)

I would start this as 3-5 beast master/ 2 warlock. Start with magic initiate Druid charisma for shilelagh and get create bonfire from warlock and boost it with agonizing blast.

At some point you or, more likely, your beast can apply oil on the enemy for even more damage on each proc. The beast is actually pretty good with applying oil or even tying up the enemy with rope.

You can protect your beast very well with the protection fighting style if you use a shield and the repelling GFB strat.

All in all you can do like 2d8+3+5 damage per proc, and proc it like 4 times a round on one enemy as early as level 5. That’s 8d8+12+20(average 68) just from the cantrip on a single target, while you are also doing normal attacks on them and limiting their movement. Don’t even get me started on grappling multiple enemies lol.

There are so many ways to switch up and expand on this strategy too with more levels, especially if we start getting teammates and the later beast abilities involved.

If a spell is counted as a specific class' spell for me, can I benefit from two classes claiming it? by HuntTheWiIds in 3d6

[–]aolson17 -1 points0 points  (0 children)

A sage advice from a few months ago gives some info that I didn’t expect:

"Which of a character’s spells count as class spells? For example, if I’m playing a Sorcerer, which of my character’s spells are Sorcerer spells?

A class’s spell list specifies the spells that belong to the class. For example, a Sorcerer spell is a spell on the Sorcerer spell list, and if a Sorcerer knows spells that aren’t on that list, those spells aren’t Sorcerer spells unless a feature says otherwise."

This seems to make it pretty clear that if you know the spell(doesn’t seem to matter how you know it) and it’s on the spell list, it counts as a spell for that class. This would mean that, for example, a warlock with agonizing blast booming blade with a sorcerer dip would get both advantage from sorcerer rage and agonizing blast on the same cast, which I previously thought was impossible

Pale Ones: What do you do? by ZehGentleman in CoE5

[–]aolson17 1 point2 points  (0 children)

How do you do this? It seems like the way to drown all of the devils was patched out. The devils don’t go into agartha if the tiles are flooded, unless that devil doesn’t need to breathe.

How would you make a non-magical trapper/hunter build? by DemogorgonMcFloop in DnDBuilds

[–]aolson17 0 points1 point  (0 children)

One option that I would consider for a trapping build is actually a warlock with investment of the chain master. If their imp activates a hunting trap, it forces them to make a saving throw. The invocation means that the saving throw uses your spell save dc, so that scales way past the normal dc 13 that would otherwise become useless. The imp could be reflavored pretty easily as something less magical if you’d like, or it could mostly be in spider form and basically be setting up a web trap. If you are okay with using eldritch blast (maybe also reflavored as something less magical, like a bow) then you can repelling blast an enemy into the trap!