5E Z's Multi classing Thoughts - Page 3
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  1. #21
    Quote Originally Posted by Kobold Stew View Post
    For the Ranger 5/Rogue x combination:

    Two Ranger archetypes jn XGTE offer comparable benefits up to level 5:

    Horizon Walker makes all damage from a sneak attack become Force damage, with +1d8. It uses up a Bonus Action (generally bad for Rogues; and needs to be within 30'), but only for the first round the creature is attacked.

    Monster Slayer adds +1d6, and also uses up a bonus action for the first round, but does so at a range of 60'.

    Both are comparable, and don't require the target already to be injured, which is the case with Hunter (Colossus Slayer).
    I prefer horde breaker over colossus slaer. A Ranger/Rogue should probably dual wield.

  2. #22
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    Fair enough -- Horde breaker requires a second opponent (which allows for a less direct comparison).

    HW still worth considering, I feel.

  3. #23
    Quote Originally Posted by Kobold Stew View Post
    Fair enough -- Horde breaker requires a second opponent (which allows for a less direct comparison).

    HW still worth considering, I feel.
    2nd opponent seems to fire a lot, maybe every 2nd or 3rd round.

    I changed my mind when I had a player dual wield ranger wih hordebreaker and tempest archetype from EN5ider.

  4. #24
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    I am just curious, because I have seen this a couple of times already but why does shield per RAW require Warcaster? I do not seem to see it/what am I missing?

  5. #25
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    You need a free hand to be able to cast a spell requiring somatic components. If you have a sword and shield, you don't have a free hand. War Caster gets around that.

  6. #26
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    Quote Originally Posted by Kobold Stew View Post
    You need a free hand to be able to cast a spell requiring somatic components. If you have a sword and shield, you don't have a free hand. War Caster gets around that.
    Ok, now I understand. I build my EK with greatsword, never noticed.

  7. #27
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    With a greatsword, it is assumed you can always free up one hand to cast a spell.

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