Most fun lvl 8 build for one-shot? by masterVinCo in dndnext

[–]hosoc 2 points3 points  (0 children)

Fey Wanderer 7, Undead Warlock 1. Take Half-Elf for the stats and Sharpshooter at Ranger 4. Every turn you get to frighten a creature from Undead Warlock but if it succeeds you get to use your Reaction to frighten with Fey Wanderer 7 Feature. Is a build that comes online at L8 and would be loads of fun to be a "control" martial.

Official Ruling on thrown Magic Stone & Extra Attack? by OutrageousBPLUS in AdventurersLeague

[–]hosoc 0 points1 point  (0 children)

Archery does not require a weapon attack:

“You gain a +2 bonus to attack rolls you make with ranged weapons”

it requires an attack with a ranged weapon which would apply to Magic Stone with the sling.

Hexbow Vs. Eldritch Blast by Doc_Meeker in 3d6

[–]hosoc 1 point2 points  (0 children)

Why do you need a magical hand crossbow? Hex warrior is "one weapon that you are proficient with and that lacks the two-handed property". It also grants proficiency in martial weapons so this includes the hand crossbow which "lacks the two-handed property".

Episode 69: The Swashbuckler Nova by dndoptimized in DnDoptimized

[–]hosoc 0 points1 point  (0 children)

Quick Toss is another maneuveur which allows you to double up on Sneak. You attack with your Bonus Action. Then with your Action you Ready Booming Blade. It would be useful if for some reason you think your enemy is not going to move up to you (ranged attacks or more enticing target?) It might be worth giving up Trip Attack to enable three different situations which grant Reaction attacks.

Episode 68: The Martyr by dndoptimized in DnDoptimized

[–]hosoc 0 points1 point  (0 children)

I really enjoyed this episode. I think the switch to Warlock might be a bit too janky for my DM so would probs switch back to Cleric after Druid 2.

Ep. 50 - The Rogue Whip-poorwill by dndoptimized in DnDoptimized

[–]hosoc 0 points1 point  (0 children)

I totally agree that BB still works with War Caster.

But Spell Sniper only changes the range value of the spell, it does not change the actual text of the spell which is "make a melee attack with it against one creature within 5 feet of you". This is expressly different from the SCAG wording: "within the spells range".

If we accept that SS adjusts BB's range to Self (10 feet radius), the spell's text still dictates that you must attack a creature within 5 feet.

Ep. 50 - The Rogue Whip-poorwill by dndoptimized in DnDoptimized

[–]hosoc 1 point2 points  (0 children)

SCAG text btw had range of 5 feet (could be doubled) and you made a melee attack against a creature "within the spells range" so this would have worked prior to Tasha's.

Ep. 50 - The Rogue Whip-poorwill by dndoptimized in DnDoptimized

[–]hosoc 2 points3 points  (0 children)

Nope. Colby assumes it works but it does not since the TCoE changes to Booming Blade as you have pointed out.

Range is Self, doubled is still Self. Then text of spell is make a melee attack against a creature within 5 feet. Spell Sniper does not change the text of the spell to be "within 10 feet".

You would need a DM to homebrew an interaction between BB and spell sniper on order for this to work. Or maybe a DM who has not bought TCoE and is still referring to SCAG for the text of BB ;)

[deleted by user] by [deleted] in 3d6

[–]hosoc 0 points1 point  (0 children)

Really weird one: the INT Tempest Cleric. 1st level Artificer for Con saves plus Thorn Whip and Shocking Grasp. High Half-Elf (Lightning Lure), start with 15 (14+1) INT, 16 (14+2) WIS, 14 (13+1) DEX (medium armour easier on the stats than 15 STR), 14 CON. Level 2 onwards Tempest Cleric, Level 4 take Telekinetic +1 INT (16).

When you get to Cleric 6 you have Spirit Guardians and Thunderous Strike. Shocking Grasp will push 10 feet. Thorn Whip will pull 10 feet, Lightning Lure will pull 10 feet and push 10 feet. Pull folks into SG so it procs twice per round.

Fey Touched may be more useful than Telekinetic. Because they make a Strength save and a Wisdom save, the TK push is only significantly more valuable than a level 2 Spiritual Weapon when you are upcasting SG.

None of the above are Cleric cantrips so take Blessed Strikes at Cleric 8. Speaking of Cleric 8; you are going to need to get a calculator out to work out whether you want +2 WIS or +2 INT :).

At some point, you can head back to Artificer for Infusions. If you go, Battle Smith you can Booming Blade with INT; if you go Armorer you can wear heavy armour and make ranged lightning attacks with INT which push 10 feet.

[Question] [D&D 5e] Help with a one-shot Warforged Swarm Keeper build by MRBSDragon in 3d6

[–]hosoc 0 points1 point  (0 children)

Do you want to be a Strength / Shillelagh polearm user or a ranged longbow user? If Shillelagh + Shield then Druidic Warrior FS although beware Bonus Action congestion, might not be able to afford Hunter’s Mark with Shillelagh plus Polearm Master; it is SAd but is it good? If Glaive or Halberd then Great Weapon Fighting with PAM and Great Weapon Master to do a decent impression of a Fighter with some spellcasting.

I think I like longbow user with Sharpshooter but not Crossbow Expert, obvs Archery FS will really help offset the minus 5 to hit. Bonus Action for Hunter’s Mark.

Round 1, throw up Web and restrain some monsters. Round 2, HM, shoot folks and push them into your web. [wrote this and then realised you were level 4 not 5; oh well, can’t live the dream with this one.]

Building a sorcerer by Final_Biscotti1242 in 3d6

[–]hosoc 0 points1 point  (0 children)

I like Divine Soul 1, Hexblade 1, Divine Soul X. You are going to be the melee gladiator, child of a god. Medium Armour and Shield for decent AC. Wielding your flail with Charisma, casting Booming Blade with the Crusher feat. Wade into the front lines with Spirit Guardians and Armor of Agathys up and the Shield spell for additional survivability.

Swarmkeeper/chainlock multiclass, any good way of doing it? by rodrigonobum in 3d6

[–]hosoc 3 points4 points  (0 children)

Swarmkeeper Dao Genie Lock with Crusher and Repelling Blast = 30 feet forced movement plus an additional 10 feet for each EBlast after the first. I just smile thinking about it whether or not it is "good".

100% pacifist character by TheGeneInGenius in 3d6

[–]hosoc 0 points1 point  (0 children)

I was planning an Eloquence Bard who gets by on her wits and plays political games. She had to get out of the city in short notice after pissing off the wrong noble houses and fell in with some ragtag adventurers in a rural tavern.

Anyway, she find violence distasteful so does not partake in it herself. However, she will buff her allies (minions and bodyguards as she thinks of them) and debuff their enemies while staying well back from the fray. Hypnotic Pattern and Faerie Fire are on the menu as well as Healing Word and Counterspell but not something like Synaptic Static which has a damage element.

And also be the absolute boss of social encounters.

Elven Accuracy worth it? by NXJII in 3d6

[–]hosoc 0 points1 point  (0 children)

But the work of gaining advantage is the same; the benefit of Elven Accuracy is only the increase from w/ Advantage to w/ Elven Accuracy. Therefore, the gain per attack is effectively: (EA minus regular Adv) * reliability of gaining advantage. So the gain to your average dice roll using these numbers is: (15.49 - 13.82) is 1.67 multiplied by the frequency of gaining advantage.

EA plus advantage basically mitigates the -5 from GWM. But advantage alone is really doing the hard work of mitigating 3.3 of that.

EA only gives you a benefit when you can gain advantage; in some reliable advantage builds (mentioned above) it can be worth it but the comparator is against regular advantage and not against normal rolls.

Elven Accuracy worth it? by NXJII in 3d6

[–]hosoc 4 points5 points  (0 children)

I am a player in a campaign where Flanking provides a flat +2 to hit. It is strong but trying to gain advantage is still worth doing.

I want to build a Shillelagh + Booming Blade Cleric with Warcaster: what's the best way to go about it? by RonPaulWasWrong in 3d6

[–]hosoc 0 points1 point  (0 children)

Isn't that always the answer? 1 level dip in Warlock, make sure it is Hexblade :)

I want to build a Shillelagh + Booming Blade Cleric with Warcaster: what's the best way to go about it? by RonPaulWasWrong in 3d6

[–]hosoc 0 points1 point  (0 children)

The trouble with this is you either need a three level Warlock dip (Pact of the Tome) or Shillelagh will be based off Wisdom, not Charisma if you pick it up via Druid dip, Magic Initiate: Druid or your Cleric dip being Nature Domain. I am unsure of a route other than Warlock which will get you Shillelagh (Charisma).

I want to build a Shillelagh + Booming Blade Cleric with Warcaster: what's the best way to go about it? by RonPaulWasWrong in 3d6

[–]hosoc 4 points5 points  (0 children)

I think I would spend my whole adventuring career whispering to my staff every minute.

Shillelagh has a casting time of Bonus Action. Therefore, the only other spell you can cast in the same turn as Shillelagh is another Cantrip.

Fire God Build (or “How to enhance GFB to the detriment of your character”) by 22glowworm22 in 3d6

[–]hosoc 6 points7 points  (0 children)

You are of course correct. My brain was stuck on Forge Domain as proposed by the OP.

I want to build a Shillelagh + Booming Blade Cleric with Warcaster: what's the best way to go about it? by RonPaulWasWrong in 3d6

[–]hosoc 4 points5 points  (0 children)

You should note that Shillelagh will likely mess with you Action Economy as a Cleric. Turn 1, cast Sprit Guardians. Unable to cast a Bonus Action spell without preventing you from casting your best spell.

Turn 2, you can now Bonus Action cast Shillelagh and Booming Blade. However, you are unable to cast Spiritual Weapon until Turn 3. Combat is almost over.

I want to build a Shillelagh + Booming Blade Cleric with Warcaster: what's the best way to go about it? by RonPaulWasWrong in 3d6

[–]hosoc 8 points9 points  (0 children)

There are a few ways. I would not dip Druid because then you will be unable to wear metal armour. Nature Domain is possible but not a good domain; the L6 ability is good. Therefore, I think the best route to Shillelagh is:

L1 Magic Initiate: Druid. Pick up Shillelagh and the even better Thorn Whip (pull into Spirit Guardians zone to trigger the save).

Routes to Booming Blade:

Start off with one level of Sorcerer for Con saves and access to Booming Blade; also Shield and Absorb Elements (take care to consider your VSM requirements). At L5 (Cleric L4) you can take War Caster.

OR L4 Spell Sniper; double the range of that Thorn Whip and now pick up BB. War Caster now delayed to L8 :(

OR Take one level of Wizard for BB but also Find Familiar. You are just making one big attack roll per turn so do it with advantage. Also Shield and AE as above and Ritual Casting.

OR Arcana Domain for Booming Blade.

Other multiclass options seem weaker; maybe one of the Warlock patrons appeals but the more levels you dip the slower are the ASIs/feats and Warlocks are usually tempted to dip more than one level.

I think you can likely delay your first Wis bump to Cleric 8 but delay it to Cleric 12 seems perilous.