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<blockquote data-quote="Steve 'Raziel' Davis" data-source="post: 7336641" data-attributes="member: 6937221"><p>I am about to start playing in a 5e game starting at 4th level. I have chosen to be the battlefield control, debuffing enemies and such. My build is Sorc 1, Warlock 2, Mystic 1. Someone told me that this is not a very good idea, but I want more opinions from outside people (the one who told me has already complained that I had made a "tank" character and that's what he wanted to play, so I changed my build, and now he is complaining about mystic being too "op").</p><p></p><p>So here is the build breakdown</p><p></p><p>Sorcerer, Origin Sea Sorcery</p><p>Warlock, Otherworldly Patron Queen Mab (Reflavored Raven Queen)</p><p>Mystic, Order of the Nomad</p><p></p><p>Here is why I chose this.</p><p></p><p>1. I am a flying creature with an 18 Charisma</p><p>2. I took mostly CC type Cantrips (I have 6 total cantrips, 7 if you count the psionic talent)</p><p>3. These two are important because of these features working together.</p><p></p><p>Curse of the Sea</p><p>When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature. </p><p>Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies): </p><p><img class="smilie smilie--emoji" alt="◾" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/25fe.png" title="Black medium-small square :black_medium_small_square:" data-shortname=":black_medium_small_square:" loading="lazy" width="64" height="64" />Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater. </p><p><img class="smilie smilie--emoji" alt="◾" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/25fe.png" title="Black medium-small square :black_medium_small_square:" data-shortname=":black_medium_small_square:" loading="lazy" width="64" height="64" />Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier. </p><p><img class="smilie smilie--emoji" alt="◾" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/25fe.png" title="Black medium-small square :black_medium_small_square:" data-shortname=":black_medium_small_square:" loading="lazy" width="64" height="64" />Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet. </p><p></p><p>Grasp of Hadar</p><p>Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.</p><p></p><p>I also have Shocking Grasp, Lightning Lure, and Ray of Frost, possibly Energy Beam that work with Curse of the Sea.</p><p></p><p>My plan is this, Fly 30+ feet above an enemy, hit it with a cantrip, curse it, next turn, use E.Blast and pull it 25 feet into the air, causing them to fall, taking an extra 2d6 damage and knocking them prone. This also works for lightning lure, though I would have to be within 15 ft. and it only pulls 10 ft, it would deal an extra 4 lightning damage, take an extra 1d6 falling, and still be prone. At 5th level, I would be able to do it all in one round with two beams of E.Blast.</p><p></p><p>I don't plan on overusing this, but knocking down enemies for the Rouge and Paladin seems like a good CC and give them advantage, so once I do it once, I am sure it will be requested more.</p><p></p><p>What do you guys think? If you want more information, let me know.</p></blockquote><p></p>
[QUOTE="Steve 'Raziel' Davis, post: 7336641, member: 6937221"] I am about to start playing in a 5e game starting at 4th level. I have chosen to be the battlefield control, debuffing enemies and such. My build is Sorc 1, Warlock 2, Mystic 1. Someone told me that this is not a very good idea, but I want more opinions from outside people (the one who told me has already complained that I had made a "tank" character and that's what he wanted to play, so I changed my build, and now he is complaining about mystic being too "op"). So here is the build breakdown Sorcerer, Origin Sea Sorcery Warlock, Otherworldly Patron Queen Mab (Reflavored Raven Queen) Mystic, Order of the Nomad Here is why I chose this. 1. I am a flying creature with an 18 Charisma 2. I took mostly CC type Cantrips (I have 6 total cantrips, 7 if you count the psionic talent) 3. These two are important because of these features working together. Curse of the Sea When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature. Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies): ◾Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater. ◾Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier. ◾Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet. Grasp of Hadar Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you. I also have Shocking Grasp, Lightning Lure, and Ray of Frost, possibly Energy Beam that work with Curse of the Sea. My plan is this, Fly 30+ feet above an enemy, hit it with a cantrip, curse it, next turn, use E.Blast and pull it 25 feet into the air, causing them to fall, taking an extra 2d6 damage and knocking them prone. This also works for lightning lure, though I would have to be within 15 ft. and it only pulls 10 ft, it would deal an extra 4 lightning damage, take an extra 1d6 falling, and still be prone. At 5th level, I would be able to do it all in one round with two beams of E.Blast. I don't plan on overusing this, but knocking down enemies for the Rouge and Paladin seems like a good CC and give them advantage, so once I do it once, I am sure it will be requested more. What do you guys think? If you want more information, let me know. [/QUOTE]
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