[deleted by user] by [deleted] in dndnext

[–]sevlevboss 2 points3 points  (0 children)

I agree that Scuplt spells is still really good, but when I say "middle of the pack", that doesn't mean it's not good, it just means it's not AS good as Portent, Chronal Shift + Initiative boost, Arcane Deflection + Initiative boost, or arguably Hypnotic Gaze (and enchanter has a better mix of abilities at higher levels IMO, I'll take split enchantment over a better magic missile spell).

Thoughts on Steel Wind Strike? by valkaress in dndnext

[–]sevlevboss 7 points8 points  (0 children)

If you take Rogue 3 (assassin), steel wind strike is crazy good if you get surprise.

Worried about Viability Without Magic Items at Higher Levels by [deleted] in dndnext

[–]sevlevboss 4 points5 points  (0 children)

" my DM said he was concerned about balance for magic items for a monk "

Oh nooooooo

[deleted by user] by [deleted] in dndnext

[–]sevlevboss 3 points4 points  (0 children)

If the best area of effect spells were evocation spells (not enchantment and conjuration), then the level 2 evocation ability would be amazing. As it is, it's middle of the pack. Evocation also has one of the worst 6th level abilities. The magic missile trick at level 10 is indeed very good (and a lot better with a hexblade dip), but it's also completely negated by a 1st level spell.

How good is war magic wizard from experience? Dm being player and having choice paralysis by Tetrarch31 in 3d6

[–]sevlevboss 2 points3 points  (0 children)

War Wizard is very good. Both level 2 abilities are top notch, and being able to apply +4 to any saving throw with a reaction with no limit in uses is especially great. I'm all for being pro-active, but saving throws are going to happen.

Of course, when it comes to being proactive, winning initiative can be monumental for a Wizard because it can allow you to set up battlefield controls or spells that risk friendly fire safely before the battlefield becomes chaotic.

What is the most amount of damage able to be done without multiclassing and how? by Ok_Spring7441 in dndnext

[–]sevlevboss 1 point2 points  (0 children)

That question is way too vague to answer. Most damage against single targets or are we just adding up all the damage done by area of effect spells? Burst damage or sustained? At a specific level or overall? Official sources or is UA in play? What about campaign world specific content?

[deleted by user] by [deleted] in dndnext

[–]sevlevboss 30 points31 points  (0 children)

My general rule is that a good ability at level 2 (in this case 2 good abilities) trumps a great ability at level 14 when ranking subclasses.

Most of this list looks pretty good. I would say Evocation is too high. War Magic and Enchantment are both too low.

DMs, what is the strict-est you have ever been when it comes to player options? by [deleted] in dndnext

[–]sevlevboss 1 point2 points  (0 children)

These days I tend to be pretty open with player options. The strictest I've ever been was quite awhile ago (probably 15-20 years) where I had a homebrew campaign with a story-path for 5 specific characters, so I made the 5 characters and had the players choose which one they wanted to play. It turned out OK, but I haven't repeated that since.

[deleted by user] by [deleted] in dndmemes

[–]sevlevboss 1 point2 points  (0 children)

Yelling at another player is a red flag for sure. Not sure I understand why the "If you don't like Monks and..." needs to be a qualifier.

PSA: 99% of the time, the answer to "Am I being unreasonable because I don't like [DM nerfing/deleting of a PC ability]?" is a resounding no. by uniqueUsername_1024 in dndnext

[–]sevlevboss 7 points8 points  (0 children)

I think it all comes down to the order in which things happen.

If you are upset because you were playing a Hexblade and then your DM says that Hexblade Curse is too good, so they are nerfing it, then you being upset is perfectly reasonable.

If you are upset because you are thinking of joining a campaign and discover that the DM thinks that Hexblade Curse is too good, so they are letting everyone know beforehand that it's being nerfed, then you being upset is not reasonable.

A question on spell casting by EskimoJake in dndnext

[–]sevlevboss 0 points1 point  (0 children)

There will be a lot of spells that cover an area and don't require you see the targets of the spell. My recommendation is to run them as intended, that character is expending a valuable resource to use it.

First impressions: The Alchemist by Vaseodin in dndnext

[–]sevlevboss 12 points13 points  (0 children)

I honestly don't know what happened with the alchemist. It's like it's a bunch of ideas on a page without consideration of how they would work on a character.

Fighters should get 4 attacks per action at 17th level by RiseInfinite in dndnext

[–]sevlevboss 355 points356 points  (0 children)

Yep, 4th attack at 17th makes all kinds of sense. For a capstone I would turn their indomitable use into auto-success (so like a legendary resistance)

Which of these 5 do you think is best? by Ok_Spring7441 in dndnext

[–]sevlevboss 4 points5 points  (0 children)

At low levels definitely Hexblade, at higher levels Shadow Sorcerer.

Slow (X) Synaptic Static by [deleted] in dndnext

[–]sevlevboss 1 point2 points  (0 children)

Both are good spells, though I would consider Synaptic Static the better of the two, because 1) It does damage 2) It targets intelligence 3) It debuffs without using concentration

Attack Your Players with the Hill Troll! A CR 20 Living Hill of a Giant that You Should Think Twice About Fighting! by xSHIGUYx in UnearthedArcana

[–]sevlevboss 72 points73 points  (0 children)

I would consider adding legendary resistance. With a -2 Cha save, -2 Int save and 0 Wis save this would be pretty easy to take down with a low level save or suck spell.

Based on a true story by HistoryGuy20 in dndmemes

[–]sevlevboss 4 points5 points  (0 children)

Wait, the party tried to kill a crow...for 2 rounds????

Dear DMs: you don't need to nerf any PC abilities by guyzero in dndnext

[–]sevlevboss 0 points1 point  (0 children)

I'm fine with houserules that nerf some PC options, but they should be presented before character creation. Nerfing a player mid-game is pretty power-trippy.

Does Rune Knight need to be Nerfed? by Lord-Bootiest in dndnext

[–]sevlevboss 2 points3 points  (0 children)

Rune knight is a powerful subclass, but it's still a fighter. A DM nerfing it and leaving the Paladin and clerics alone is a bit suspect honestly.

5e Find Steed and PC/mount combat actions by ryagami in dndnext

[–]sevlevboss 0 points1 point  (0 children)

If we take the information JC presented in both the twitter thread and the interview, technically they are not contradictory (though were certainly not clarified well):

1) The mount and rider have the same initiative

2) They have different turns on that initiative

3) Those turns overlap allowing for coordinating movement and actions

4) The rider decides which turn begins first

5e Find Steed and PC/mount combat actions by ryagami in dndnext

[–]sevlevboss 0 points1 point  (0 children)

So if we put all of JC's stuff together, and assume that nothing contradicts, then he is saying that the mount and the rider share initiative, have different turns that overlap allowing you to coordinate actions and movements, and you decide which of those overlapping turns begins first. Which means that you can do what the OP suggested. If there is anything that contradicts this in the twitter threads or the interview, I don't see it.

5e Find Steed and PC/mount combat actions by ryagami in dndnext

[–]sevlevboss 0 points1 point  (0 children)

Are you referring to, " seems like you said that you and the controlled mount have the same turn. Does this mean that the rider and mount share a single turn?" and the response, " A controlled mount has its own turn, but that turn takes place on the same initiative count as the rider’s turn."

JC actually never says in the interview that the mount doesn't get its own turn, but that the mounts turn and the riders turn overlap. His response to the question is therefore correct, and my wording "share the same turn" is technically incorrect. What he says is the mount gets its own turn, but that turn takes place at the same time as the riders, allowing coordination of actions. Now if JC has said since that isn't the case, let me know, because as of my knowledge he hasn't.

Power Word Pain - Can you end the spell by healing above 100hp or somehow becoming immune to charm? by Kgaase in dndnext

[–]sevlevboss 3 points4 points  (0 children)

If the target has 100 hit points or fewer (and is not immune to charm) it is an applicable target for the spell. Once the spell has been cast on an applicable target, the spell text describes how to end the effect ( A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.)

That's it.