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General Tabletop Discussion
Character Builds & Optimization
Custom Weapon for a Cavalier
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<blockquote data-quote="FieserMoep" data-source="post: 7482156" data-attributes="member: 6919650"><p>IMHO both effects are rather weak to base any crunching around them.</p><p>The defensive one only grants you benefits if you campaign is quite deadly and people are expected to get dropped. This for example is rarely of concern in the campaigns I play in for people are generally good with the rules, know what they play and tend to have characters on the upper end of optimization. And even if they drop we pretty much always have a single source of healing available to just pick them up anyway.</p><p></p><p>On the other side 1d8 per day... is pretty much nothing on your average damage per round on a full adventuring day.</p><p></p><p>Ultimately it all depends on how these weapons grow though I have the experience that most DMs are fairly lenient about granting more powerful defensive benefits than offensive ones for they simply fail to properly compare them.</p><p></p><p>Mage Slayer: Only if you expect a caster heavy campaign.</p><p>Shield Master: Its nice, may compete with your Cavalier Bonus action though.</p><p>Sentinel: Nice in some builds, also competes with your Cavalier Reaction though.</p><p>Mobile: Nice if you want to get away - but you don't. Also the movement wont increase the speed of your mount anyway.</p></blockquote><p></p>
[QUOTE="FieserMoep, post: 7482156, member: 6919650"] IMHO both effects are rather weak to base any crunching around them. The defensive one only grants you benefits if you campaign is quite deadly and people are expected to get dropped. This for example is rarely of concern in the campaigns I play in for people are generally good with the rules, know what they play and tend to have characters on the upper end of optimization. And even if they drop we pretty much always have a single source of healing available to just pick them up anyway. On the other side 1d8 per day... is pretty much nothing on your average damage per round on a full adventuring day. Ultimately it all depends on how these weapons grow though I have the experience that most DMs are fairly lenient about granting more powerful defensive benefits than offensive ones for they simply fail to properly compare them. Mage Slayer: Only if you expect a caster heavy campaign. Shield Master: Its nice, may compete with your Cavalier Bonus action though. Sentinel: Nice in some builds, also competes with your Cavalier Reaction though. Mobile: Nice if you want to get away - but you don't. Also the movement wont increase the speed of your mount anyway. [/QUOTE]
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