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Conjuration Wizard 2/Thief Rogue 3
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<blockquote data-quote="kalani" data-source="post: 7014675" data-attributes="member: 88085"><p>Now in respect to your build specifically - it really depends on what you are going for. I myself would love to cheese every option of the <em>fast hands</em> ability I can; options are always better, and being able to throw out d6+level+4 HPs once/character/short rest as a bonus action is amazing. You would make clerics wish their <em>healing word</em> was half that good. Then there is the cost/HP as well. Healing potions (50gp) cost approx 5gp/hp, but IIRC the math on a healers kit + healer feat adds up to around 5cp/HP. On a Thief, its even better - as you can throw these out as a bonus action.</p><p></p><p>Haven't gotten around to playing a rogue yet, but when I do - I plan to play a Thief with healer feat specifically for that reason. </p><p></p><p>One thing you should note however, is that while <em>minor conjuration</em> can create objects, it can't create a healers kit (as this isn't a single object, but a small collection of related objects). As such, while you could <em>minor conjure</em> a single bandage, or a single needle, you couldn't conjure the bandages, suture thread, and needle as a single use of minor conjuration.</p><p></p><p>Speaking of <em>minor conjuration</em> - I have used this ability to devastating effect in the past. For example, I conjured a 3' metal box with a self-locking lid beside my gnome character; climbed inside; and closed the lid so that I could avoid being killed by an enemy. I could have just taken the dodge action, but two attacks at disadvantage vs. one guaranteed miss was my reasoning behind it (disengage wouldn't have helped me as the enemy had already separated me from the party, and they would still follow and multiattack). I should add though, that some DMs will rule that even a simple scratch might meet the qualification of "taking damage", and as such, cause the object to vanish. This was my DMs interpretation, so as soon as the metal box was hit, it vanished and my 2'7" gnome was still standing after the guaranteed miss.</p><p></p><p>I kind of broke the DM that day - had the DM stammering "Wait, did you just create a gnome-in-a-box". And I said "Yep" with a smug look on my face.</p><p></p><p>One final point - <em>Fast Hands</em> won't help you with healing potions, or magic item useage. While it isn't stated clearly in the PHB - the DMG clearly states that using a magic item is the "Use Magic Item" action, not the "Use Object" action. As such, Thief Rogues cannot use healing potions as a bonus action (even they require an action). Likewise, if a magic item allows you to cast a spell, you are performing the "cast a spell" action - so again, you couldn't cast a fireball from a wand/staff as a bonus action either.</p></blockquote><p></p>
[QUOTE="kalani, post: 7014675, member: 88085"] Now in respect to your build specifically - it really depends on what you are going for. I myself would love to cheese every option of the [I]fast hands[/I] ability I can; options are always better, and being able to throw out d6+level+4 HPs once/character/short rest as a bonus action is amazing. You would make clerics wish their [I]healing word[/I] was half that good. Then there is the cost/HP as well. Healing potions (50gp) cost approx 5gp/hp, but IIRC the math on a healers kit + healer feat adds up to around 5cp/HP. On a Thief, its even better - as you can throw these out as a bonus action. Haven't gotten around to playing a rogue yet, but when I do - I plan to play a Thief with healer feat specifically for that reason. One thing you should note however, is that while [I]minor conjuration[/I] can create objects, it can't create a healers kit (as this isn't a single object, but a small collection of related objects). As such, while you could [I]minor conjure[/I] a single bandage, or a single needle, you couldn't conjure the bandages, suture thread, and needle as a single use of minor conjuration. Speaking of [I]minor conjuration[/I] - I have used this ability to devastating effect in the past. For example, I conjured a 3' metal box with a self-locking lid beside my gnome character; climbed inside; and closed the lid so that I could avoid being killed by an enemy. I could have just taken the dodge action, but two attacks at disadvantage vs. one guaranteed miss was my reasoning behind it (disengage wouldn't have helped me as the enemy had already separated me from the party, and they would still follow and multiattack). I should add though, that some DMs will rule that even a simple scratch might meet the qualification of "taking damage", and as such, cause the object to vanish. This was my DMs interpretation, so as soon as the metal box was hit, it vanished and my 2'7" gnome was still standing after the guaranteed miss. I kind of broke the DM that day - had the DM stammering "Wait, did you just create a gnome-in-a-box". And I said "Yep" with a smug look on my face. One final point - [I]Fast Hands[/I] won't help you with healing potions, or magic item useage. While it isn't stated clearly in the PHB - the DMG clearly states that using a magic item is the "Use Magic Item" action, not the "Use Object" action. As such, Thief Rogues cannot use healing potions as a bonus action (even they require an action). Likewise, if a magic item allows you to cast a spell, you are performing the "cast a spell" action - so again, you couldn't cast a fireball from a wand/staff as a bonus action either. [/QUOTE]
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