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Tasha's Mind Whip vs Charm Person vs Disguise Self for spell selection on an 10th level character
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<blockquote data-quote="ECMO3" data-source="post: 8853364" data-attributes="member: 7030563"><p>Hex is not a sorcerer spell so I can't get it on a Sorcerer level up, also I already have it through the Fey touched feat anyway. I will add though that I can use a bonus action to have my Sprite fire a poison arrow with a 16DC (17DC at 10th level) and the Sprite poisoned condition lasts for a minute without another save (and occasionally puts enemies unconscious). So taking up a bonus action to cast or move Hex is usually not a good way to go unless the enemies are immune to the poisoned condition.</p><p></p><p>I did not select darkness, it comes free as a shadow sorcerer. Also since I am shadow sorcerer I can already see through the darkness spell. Devil's sight would only help if I found myself in darkness cast by someone else which is not that common.</p><p></p><p>I don't have shield because her AC is 14. Shield is most effective on characters with a high AC, it is not very useful on characters with a low AC, they are typically better served by other things that make them harder to kill and she has a lot of that:</p><p></p><p>She tries to stay out of melee and uses cause fear a lot to keep enemies from closing with her and her Sprite's arrows to give the enemies disadvantage.</p><p></p><p>The character is an undying warlock. TOL is one of three ways she currently has to avoid being put out of combat (4 once she gains another Warlock level). This is part of the undying theme, she is very hard to kill in combat. If she goes to 0 she has gets to make a charisma save to go to 1 instead with Strength of the Grave, if she actually goes to 0 she gets to make a death save at the BEGINING of her turn and if she succeeds she gains 1d8+1 hps through Defy Death which puts her back in the fight that turn. Next Warlock Level she will have death ward which she can cast before a short rest and get the slot back or use extended spell and cast it before a long rest and it will cover her 8 hours into the next day. TOL is just a 4th way to avoid dying from taking damage.</p><p></p><p>For the net it is not grappled, it is restrained, which is far more debilitating. RAW a creature "hit" by a net is restrained. Nothing in the rules states it needs to be an attack. If I catapult a net and the enemy fails the save he is hit by it. This may not be RAI, but it is how it has been played at every table I have played and it is recommended in optimization videos on you tube. It is not just nets that are great with catapult; alchemists fire, holy water and acid are all pretty awesome to use too to buff damage and a jar of ball bearings or caltrops are situationally useful, putting down a terrain effect near the target. Also this works well with careful spell. If there is an ally in front of me between me and one or more bad guys I can cast it with careful spell and my ally is missed completely as he automatically makes the save, but the bad guy needs to save. I usually try to line up 2 bad guys in a line so if one save it flys past him into the second guy and the second guy must save.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8853364, member: 7030563"] Hex is not a sorcerer spell so I can't get it on a Sorcerer level up, also I already have it through the Fey touched feat anyway. I will add though that I can use a bonus action to have my Sprite fire a poison arrow with a 16DC (17DC at 10th level) and the Sprite poisoned condition lasts for a minute without another save (and occasionally puts enemies unconscious). So taking up a bonus action to cast or move Hex is usually not a good way to go unless the enemies are immune to the poisoned condition. I did not select darkness, it comes free as a shadow sorcerer. Also since I am shadow sorcerer I can already see through the darkness spell. Devil's sight would only help if I found myself in darkness cast by someone else which is not that common. I don't have shield because her AC is 14. Shield is most effective on characters with a high AC, it is not very useful on characters with a low AC, they are typically better served by other things that make them harder to kill and she has a lot of that: She tries to stay out of melee and uses cause fear a lot to keep enemies from closing with her and her Sprite's arrows to give the enemies disadvantage. The character is an undying warlock. TOL is one of three ways she currently has to avoid being put out of combat (4 once she gains another Warlock level). This is part of the undying theme, she is very hard to kill in combat. If she goes to 0 she has gets to make a charisma save to go to 1 instead with Strength of the Grave, if she actually goes to 0 she gets to make a death save at the BEGINING of her turn and if she succeeds she gains 1d8+1 hps through Defy Death which puts her back in the fight that turn. Next Warlock Level she will have death ward which she can cast before a short rest and get the slot back or use extended spell and cast it before a long rest and it will cover her 8 hours into the next day. TOL is just a 4th way to avoid dying from taking damage. For the net it is not grappled, it is restrained, which is far more debilitating. RAW a creature "hit" by a net is restrained. Nothing in the rules states it needs to be an attack. If I catapult a net and the enemy fails the save he is hit by it. This may not be RAI, but it is how it has been played at every table I have played and it is recommended in optimization videos on you tube. It is not just nets that are great with catapult; alchemists fire, holy water and acid are all pretty awesome to use too to buff damage and a jar of ball bearings or caltrops are situationally useful, putting down a terrain effect near the target. Also this works well with careful spell. If there is an ally in front of me between me and one or more bad guys I can cast it with careful spell and my ally is missed completely as he automatically makes the save, but the bad guy needs to save. I usually try to line up 2 bad guys in a line so if one save it flys past him into the second guy and the second guy must save. [/QUOTE]
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Tasha's Mind Whip vs Charm Person vs Disguise Self for spell selection on an 10th level character
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