D&D 5E Working around Spirit Guardians

Adb0782

Explorer
Hello everyone,
im searching the best way to use Spirit Guardians with the Bladetrips.
In the beginning i went to check everything about arcana cleric, because i though it would be easier start from a cleric that already can get the bladetrips, i even thought to get shillelagh via magic initiate for more SADness, but honestly it can give some problem with action eonomy. Everyhting seem work fine, but that 19 AC make me think he gonna use his action for dodge kinda often (probably always). So i tryed to go other way: 1 divine sorcerer/1 hexblade/5 divine sorcerer/2 hexblade/x divine sorcerer. In this way it grab the bladetrips, shield and absorb element spells, it become totally SAD with only CHA to bump and without affecting the action economy in any bad way, and it will get also grasp of hadar for bring back things in the SG area and devil sight (good because he is a Vhuman).

Stat are 8 str, 14 dex, 16 con, 8 int, 10 wis, 16 cha

feats: warcaster as Vhuman, than +2 cha, telekinetic, fey touched

(Im considering also go for a more balanced 8, 14, 14, 8, 13, 16, as it anyway have advantage from warcaster on con saves but this mean the feats must change. warcaster, +2 cha, resilient (wis), +2 cha and so, i would lose my push/pull 5 ft bonus action)

Impotant spells: SG and the bladetrips of course, command and edricht blast.

The action economy would be normally: turn one spirit guardians, turn two BB attack + push 5 ft far from me the target via telekinetic, if he want to attack me he must move and trigger BB additional damage, turn three comand for make they leave my menacing area and get a BB opportunity attack + quicken spell BB or again telekinetic and push a target away. If they try to leave the spirit guardian area than i have eldricht blast with grasp of hadar as a reaction that in my turn i can quicken if needed, and he can even dodge and still attack with BB as a bonus action quickening BB.

I will not grab spiritual weapon as if this guy want to deal damage with a bonus action he can just quicken BB and do better than SW.

Bonus action economy will situationally be used for healing word, telekinetic, misty step, or quicken one between BB and eldricht blast.

Reactions: shield, absorb elements or BB OA.

I touhgt also about a similar build but with a lore bard, lightning lure and SW, as the bard dont ahave sorcery points for quicken and i wont use a 2 s
lv hexblade for grasp of hadar as SG already enter larer: 1 hexblade/lore bard 6 get everything it need.

Which you do think would work better?
 
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grimslade

Krampus ate my d20s
A portmanteau of cantrips and Greenflame Blade and Booming Blade, I assume. Action economy bites into using them together.
 

I think this might be better suited to Character Builds & Optimization board than the general channel.

I would play a Bardlock over a Sorlock, I'm not a fan of Sorcerer and I am generally disappointed by Warlock, so I would never play Sorlock in any event. I would also play a Battle Smith/Bladesinger over a Hexblade/Divine Soul. My opinion is not particularly common, however.
 

Hello everyone,
im searching the best way to use Spirit Guardians with the Bladetrips.
In the beginning i went to check everything about arcana cleric, because i though it would be easier start from a cleric that already can get the bladetrips, i even thought to get shillelagh via magic initiate for more SADness, but honestly it can give some problem with action eonomy. Everyhting seem work fine, but that 19 AC make me think he gonna use his action for dodge kinda often (probably always). So i tryed to go other way: 1 divine sorcerer/1 hexblade/5 divine sorcerer/2 hexblade/x divine sorcerer. In this way it grab the bladetrips, shield and absorb element spells, it become totally SAD with only CHA to bump and without affecting the action economy in any bad way, and it will get also grasp of hadar for bring back things in the SG area and devil sight (good because he is a Vhuman).

Stat are 8 str, 14 dex, 16 con, 8 int, 10 wis, 16 cha

feats: warcaster as Vhuman, than +2 cha, telekinetic, fey touched

(Im considering also go for a more balanced 8, 14, 14, 8, 13, 16, as it anyway have advantage from warcaster on con saves but this mean the feats must change. warcaster, +2 cha, resilient (wis), +2 cha and so, i would lose my push/pull 5 ft bonus action)

Impotant spells: SG and the bladetrips of course, command and edricht blast.

The action economy would be normally: turn one spirit guardians, turn two BB attack + push 5 ft far from me the target via telekinetic, if he want to attack me he must move and trigger BB additional damage, turn three comand for make they leave my menacing area and get a BB opportunity attack + quicken spell BB or again telekinetic and push a target away. If they try to leave the spirit guardian area than i have eldricht blast with grasp of hadar as a reaction that in my turn i can quicken if needed, and he can even dodge and still attack with BB as a bonus action quickening BB.

I will not grab spiritual weapon as if this guy want to deal damage with a bonus action he can just quicken BB and do better than SW.

Bonus action economy will situationally be used for healing word, telekinetic, misty step, or quicken one between BB and eldricht blast.

Reactions: shield, absorb elements or BB OA.

I touhgt also about a similar build but with a lore bard, lightning lure and SW, as the bard dont ahave sorcery points for quicken and i wont use a 2 s
lv hexblade for grasp of hadar as SG already enter larer: 1 hexblade/lore bard 6 get everything it need.

Which you do think would work better?

This sounds like an awful lot of work to do damage that's doesn't, at a first glance look much better than just spamming Hexed Eldritch Blast, at least not better enough to build your world around it, and is really a very specific trick for a specific sort of enemy (melee enemies at tenth level that don't have reach or ranged attacks), and additionally involves risking yourself in melee.
 

Adb0782

Explorer
This sounds like an awful lot of work to do damage that's doesn't, at a first glance look much better than just spamming Hexed Eldritch Blast, at least not better enough to build your world around it, and is really a very specific trick for a specific sort of enemy (melee enemies at tenth level that don't have reach or ranged attacks), and additionally involves risking yourself in melee.
Well, i dont know why you compared eldricht blast with hex with this build, as this build is created for make a good use of spirit guardians (and as the post name is "working around spirit guardians"), and if you use hex you cant use SG. So, if you want use spirit gardians (that anyway is a much stroger spell than hex and deal much much much much more damage) eldrich blast at lv 11 deal 3d10 = 21, BB deal 35 damage (or 25 and prevent them from move, that mean they cant go out from the spirit guardian area, whcih eldricht blast doesnt) and GFB deal more than it, and while is kinda true that telekinetic work only against melee targets, i dont get why you make this build work from lv 10 when telekinetic its just an add to a build that is made for work with spirit guardians and BB or GFB, and so it work from lv 6/7 for this character, telekinetic is indeed just a situational trick, as he can use his bonus action for it, for healing word, or just for quicken booming blade or eldricht blast with grasp of hadar or even mirror image or cure wounds, choosing in every turn what is better to do.

PS if you want more people possible stay in your SG area i suppose you should be in melee as much as you can, also for get opportunity attacks with BB if they try to leave your range (and sometimes you can even force them to leave your range with the command spell and trigger OA with BB and quicken a second atack with BB as bonus action, and they must trigger the additional damage of BB, as they must keep moving being commanded to do so getting him to deal 120 damage in one turn between SG and BB probably splitted to 2 targets and if SG have more than just 2 targets in the area is more than this, potentially 25 more for every target in the area, halved if they save and not reduced to 0 if it miss as for the melee attacks, and so he get almost as much damage as a fighter lv 11 with action surge lol), if you play ranged SG is kinda useless and you lose tons of damage.
 
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Adb0782

Explorer
I think this might be better suited to Character Builds & Optimization board than the general channel.

I would play a Bardlock over a Sorlock, I'm not a fan of Sorcerer and I am generally disappointed by Warlock, so I would never play Sorlock in any event. I would also play a Battle Smith/Bladesinger over a Hexblade/Divine Soul. My opinion is not particularly common, however.
Ill repost it there thanks, i was wrong, i didnt realize it was the general channel.

PS hexblade/divine soul is what i posted :p Battlesmith Bladesinger unluckly dont get spirit guardians as spell.
 

Well, i dont know why you compared eldricht blast with hex with this build,

Because you took three levels of Warlock. You've come up with a gimmick that you can't do until 6th level, has pretty limited uses until 10th, l and doesn't compare all that favorably to something that consumes fewer resources, has fewer tradeoffs, comes online as early as 3rd level, and can be done basically all day, every day.


as this build is created for make a good use of spirit guardians (and as the post name is "working around spirit guardians"), and if you use hex you cant use SG. So, if you want use spirit gardians (that anyway is a much stroger spell than hex and deal much much much much more damage) eldrich blast at lv 11 deal 3d10 = 21, BB deal 35 damage (or 25 and prevent them from move, that mean they cant go out from the spirit guardian area, whcih eldricht blast doesnt) and GFB deal more than it, and while is kinda true that telekinetic work only against melee targets, i dont get why you make this build work from lv 10 when telekinetic its just an add to a build that is made for work with spirit guardians and BB or GFB, and so it work from lv 6/7 for this character, telekinetic is indeed just a situational trick, as he can use his bonus action for it, for healing word, or just for quicken booming blade or eldricht blast with grasp of hadar or even mirror image or cure wounds, choosing in every turn what is better to do

With 18 CHA, Agonized Hexed Eldritch Blast at level 11 does 3d10 + 3d6 + 12 (avg 38.4) and costs a single 1st-level spell slot. In the event something has high enough HP to merit expending a resource, for only two sorcery points, you can double that the next round. The trick you've come up with costs either a 3rd or a 4th level slot. Moreover, since it relies on a single attack roll, it will fail more often, and that's going to mean more slots burned on Shield. By contrast, EB has 3 attack rolls. Missing all three is rare. Pick up Repelling Blast as your 2nd invocation, and the only time you need to worry about casting Shield is if you get isolated from the party.

Assuming everything fires off with your BB trick, i.e. a) you hit, b) the monster moves, and c) it fails its save, it's what, 9d8+4? Am I missing something?
 

Adb0782

Explorer
i got only 2 lv of hexblade, not 3, and what you are missing is the damage from spirit guardians:

spirit guardians at lv 11 can deal 6d8 (5d8 more realistic) to every creature in the area (15 ft). We can assume just 2 creatures but probably will be more. Now if in your turn you command 1 creature (lv 1 spell slot) to move away from you, you get one opportunity attack with BB that must trigger the booming damage as he must keep moving, so it mean 5d8 + weapon (1d8) + 4 cha, but its your turn, so you can quicken other BB attack that they must to trigger with booming damage for other 6d8 +4, this bring us to 12d8 +8 + 10d8 spirit guardians (5d8 on 2 targets), that even if they save they get just halved. it mean, if my math is correct 118 damage in one round (and you can also choos3 to split the BB damage on both creatures or hit just one creature with both attacks), and if there are more than 2 creatures in the spirit guardian area, that is possible, the damage still grow up. And the damage is as good also at lower lv as at higher.
 
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