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Character Builds & Optimization
Can't Touch This (Eldritch Blast, Shilleilagh, Polearm Mastery, Sentinel Build)
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<blockquote data-quote="Blue" data-source="post: 7034096" data-attributes="member: 20564"><p>You always add your appropriate ability score modifier to weapon damage unless it says otherwise. Dual wielding is the exception in that you don't add it, not the general rule. So yes, you add in your Shillelagh spellcasting stat (CHR in your case).</p><p></p><p></p><p></p><p>Another good thing starting Fighter gives you is proficiency in CON saves. Between that and Warcaster you are great at making low level concentration saves. Important to keep your long-lasting Hex up.</p><p></p><p></p><p></p><p>Level 2 & 3 I'm assuming you use a finesse weapon with your +2 DEX mod - not fantastic, but not bad. You could also enhance it with the SCAG cantrips. Level 4 gets you shillelagh so you can switch to +3 CHR. But as most others had an ASI at 4th the standard is now +4 primary ability, so you're still trailing a bit. Note that Hex has M components (which aren't covered by Warcaster), so you'll have to cast it before unsheathing your weapon (a free action once a turn).</p><p></p><p>Note that the SCAG cantrips are not the Attack action so don't trigger polearm master's bonus action attack.</p><p></p><p>You have a bit of a bonus action economy conflict - first round you want to cast both Shillelagh and Hex. Rounds you need to change your Hex will also take the bonus action. Any of those rounds you will not be able to get your polearm master bonus attack. (So you might as well attack with a SCAG cantrip.)</p><p></p><p>Your HPs lags a straight front-liner probably by 3-7 HPs (all d10s, maybe a 16 CON if going heavy armor and dumping Dex). That's about half a level behind, or one less hit.</p><p></p><p>Oh, I assume you'd have enough somewhere in here to upgrade to Half Plate, bringing your AC to 20.</p><p></p><p></p><p></p><p>I wouldn't assume that your reaction attack happens every round, and defnitely not that if the OA attack goes off it's against your Hexed target. Remember, Hex does not add d6 damage to your attacks - it adds it to your attacks against a specific foe and you can't change it until they are dead, and then it takes a bonus action.</p><p></p><p>Compared to martial characters they are getting extra attack, so they also have two attacks, though usually higher weapon damage die then d8 & d4, still with +1 hit & damage over this build from a +4 modifier. Also possible they are going for polearm master or dual wielding and have 3 attacks, but they they still have +3 mod.</p><p></p><p>Hex is taking up one of your two spell slots, but you do have EB. EB is two beams at d10+3, or d10+d6+3 with hex - better than archery without feats. You have good flexibility.</p><p></p><p></p><p></p><p>1. Not bad, not as good as a martial character as described above.</p><p></p><p>2. You can only cast Shield as a reaction when hit, so you can't cast with to trigger your flight. Luckily Warcaster does let you cast the S components with weapon or shield so you are good.</p><p></p><p>Also, at this point the build have two 1st level slots that recharge on a long rest, and two 2nd level slots that recharge on a short rest. Hex is coming from some of these slots. You can do this, but not too often.</p><p></p><p>Shield is a reaction, so it's getting in the way of a polearm master opportunity attack if they close with you. Against single opponents and no restrictions on movement you are good, but if you mis a repelling blast or there are multiple opponents or limits on how you can move it may nto keep them out of melee range. </p><p></p><p>(Also the move from Tempestuous Magic is a bonus action so you couldn't get a polearm master extra attack, but you weren't planning to so that's moot.)</p><p></p><p></p><p></p><p>Nice and strong. 20 CHR helps in so many places. And at 10th you are finally getting extra attack which is a big boost. Most classes get a second boost at 11th.</p><p></p><p>At 11th you have slots as a 3rd level caster plus two 2nd level slots that recharge on short rest, know 1st level sorcerer spells, 1st level limited wizard spells, and 1st & 2nd level warlock spells. That's pretty low on the casting department, but for utility it's all good.</p><p></p><p></p><p></p><p>War Magic isn't as strong for you because you already had a bonus action attack (though only with an Attack action). Not useless, id d8 instead of d4 base weapon damage. You could EB, move in and attack with your quarterstaff.</p><p></p><p></p><p></p><p>Note sure how Sentinel gives you this. None of them stop someone from walking up to you and attacking. Or are you talking about using polearm master to hit him, and then on your turn use EB+Repelling blast to knock him away? They would still be ablet o close and attack the first time, and the sentinel speed reduction is only that round. Repelling Blast+Move is a good idea for kiting one or a few opponents but I don't see how Sentinel helps.</p><p></p><p></p><p></p><p>You do become better at all of the above, but not at the rate other classes are improving. At the end you'll have 4th level slots, and 2nd level spells known (Sorc, limited Wiz, and Warlock), compared to a pure caster with 9th level spells slots and casting. Nothing really to take advantage of your Eldritch Strike ability or of you metamagic. Actually I can't see much use for your metamagic - Hex can't twin and it's probably your go-to concentration spell, so you're looking at non-concentration spells to twin, and 2nd level know doesn't give you good selection. Quickened will copete against all of the bonus action economy including War Magic.</p><p></p><p>You'll have some great combos against single/few melee combatants and a decent AC + shield against missiles but maybe not against the foes of this level. Very good HPs and indomitable will help against spells. You will have Extra Attack (3) at 16th, so you're good at going up and hitting things, but with a weapon that doesn't qualify for Great Weapon Mastery or Sharpshooter I don't think your damage will keep up with the foes at this level, even when you add in d6 for Hex.</p><p></p><p>To sum it up, this looks fun but I think you are overestimating some of the theoretical. Multiple opponents seem to be an unaddressed weakness. The action economy starts to break down with too many bonus actions or reactions needed. Casting remains enemic for all the effort put into it.</p><p></p><p>EB remains strong, especially EB kiting with repelling blast. But that would just need warlock 2 and any other 20 CHR combo. Tempestuous Magic is a nice addition to it for kiting though it would involve casting some other spell since EB won't trigger it, and it's a good number of levels before you start having a good number of extra spells to cast. That said, you also have Misty Step to help move when you are engaged. (Though again that hits yoru bonus action economy.)</p><p></p><p>With so many feats perhaps instead you'd like to increase CON both for more HPs but also to improve your concentration saves as damage goes up.</p></blockquote><p></p>
[QUOTE="Blue, post: 7034096, member: 20564"] You always add your appropriate ability score modifier to weapon damage unless it says otherwise. Dual wielding is the exception in that you don't add it, not the general rule. So yes, you add in your Shillelagh spellcasting stat (CHR in your case). Another good thing starting Fighter gives you is proficiency in CON saves. Between that and Warcaster you are great at making low level concentration saves. Important to keep your long-lasting Hex up. Level 2 & 3 I'm assuming you use a finesse weapon with your +2 DEX mod - not fantastic, but not bad. You could also enhance it with the SCAG cantrips. Level 4 gets you shillelagh so you can switch to +3 CHR. But as most others had an ASI at 4th the standard is now +4 primary ability, so you're still trailing a bit. Note that Hex has M components (which aren't covered by Warcaster), so you'll have to cast it before unsheathing your weapon (a free action once a turn). Note that the SCAG cantrips are not the Attack action so don't trigger polearm master's bonus action attack. You have a bit of a bonus action economy conflict - first round you want to cast both Shillelagh and Hex. Rounds you need to change your Hex will also take the bonus action. Any of those rounds you will not be able to get your polearm master bonus attack. (So you might as well attack with a SCAG cantrip.) Your HPs lags a straight front-liner probably by 3-7 HPs (all d10s, maybe a 16 CON if going heavy armor and dumping Dex). That's about half a level behind, or one less hit. Oh, I assume you'd have enough somewhere in here to upgrade to Half Plate, bringing your AC to 20. I wouldn't assume that your reaction attack happens every round, and defnitely not that if the OA attack goes off it's against your Hexed target. Remember, Hex does not add d6 damage to your attacks - it adds it to your attacks against a specific foe and you can't change it until they are dead, and then it takes a bonus action. Compared to martial characters they are getting extra attack, so they also have two attacks, though usually higher weapon damage die then d8 & d4, still with +1 hit & damage over this build from a +4 modifier. Also possible they are going for polearm master or dual wielding and have 3 attacks, but they they still have +3 mod. Hex is taking up one of your two spell slots, but you do have EB. EB is two beams at d10+3, or d10+d6+3 with hex - better than archery without feats. You have good flexibility. 1. Not bad, not as good as a martial character as described above. 2. You can only cast Shield as a reaction when hit, so you can't cast with to trigger your flight. Luckily Warcaster does let you cast the S components with weapon or shield so you are good. Also, at this point the build have two 1st level slots that recharge on a long rest, and two 2nd level slots that recharge on a short rest. Hex is coming from some of these slots. You can do this, but not too often. Shield is a reaction, so it's getting in the way of a polearm master opportunity attack if they close with you. Against single opponents and no restrictions on movement you are good, but if you mis a repelling blast or there are multiple opponents or limits on how you can move it may nto keep them out of melee range. (Also the move from Tempestuous Magic is a bonus action so you couldn't get a polearm master extra attack, but you weren't planning to so that's moot.) Nice and strong. 20 CHR helps in so many places. And at 10th you are finally getting extra attack which is a big boost. Most classes get a second boost at 11th. At 11th you have slots as a 3rd level caster plus two 2nd level slots that recharge on short rest, know 1st level sorcerer spells, 1st level limited wizard spells, and 1st & 2nd level warlock spells. That's pretty low on the casting department, but for utility it's all good. War Magic isn't as strong for you because you already had a bonus action attack (though only with an Attack action). Not useless, id d8 instead of d4 base weapon damage. You could EB, move in and attack with your quarterstaff. Note sure how Sentinel gives you this. None of them stop someone from walking up to you and attacking. Or are you talking about using polearm master to hit him, and then on your turn use EB+Repelling blast to knock him away? They would still be ablet o close and attack the first time, and the sentinel speed reduction is only that round. Repelling Blast+Move is a good idea for kiting one or a few opponents but I don't see how Sentinel helps. You do become better at all of the above, but not at the rate other classes are improving. At the end you'll have 4th level slots, and 2nd level spells known (Sorc, limited Wiz, and Warlock), compared to a pure caster with 9th level spells slots and casting. Nothing really to take advantage of your Eldritch Strike ability or of you metamagic. Actually I can't see much use for your metamagic - Hex can't twin and it's probably your go-to concentration spell, so you're looking at non-concentration spells to twin, and 2nd level know doesn't give you good selection. Quickened will copete against all of the bonus action economy including War Magic. You'll have some great combos against single/few melee combatants and a decent AC + shield against missiles but maybe not against the foes of this level. Very good HPs and indomitable will help against spells. You will have Extra Attack (3) at 16th, so you're good at going up and hitting things, but with a weapon that doesn't qualify for Great Weapon Mastery or Sharpshooter I don't think your damage will keep up with the foes at this level, even when you add in d6 for Hex. To sum it up, this looks fun but I think you are overestimating some of the theoretical. Multiple opponents seem to be an unaddressed weakness. The action economy starts to break down with too many bonus actions or reactions needed. Casting remains enemic for all the effort put into it. EB remains strong, especially EB kiting with repelling blast. But that would just need warlock 2 and any other 20 CHR combo. Tempestuous Magic is a nice addition to it for kiting though it would involve casting some other spell since EB won't trigger it, and it's a good number of levels before you start having a good number of extra spells to cast. That said, you also have Misty Step to help move when you are engaged. (Though again that hits yoru bonus action economy.) With so many feats perhaps instead you'd like to increase CON both for more HPs but also to improve your concentration saves as damage goes up. [/QUOTE]
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Can't Touch This (Eldritch Blast, Shilleilagh, Polearm Mastery, Sentinel Build)
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