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Banishing Eldritch Blast
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<blockquote data-quote="clearstream" data-source="post: 7516548" data-attributes="member: 71699"><p>Eldritch Blast fires three separate force damage type bolts, 120'. Each typically receives the Warlock's Charisma modifier as a bonus.</p><p></p><p>At tier 1, this readily looks like at least 3d10+9 = 25.5 versus Toll the Bell at 3d12=19.5, given Charisma 16. There are two other subtle factors that do count. More creatures resist Necrotic than Force (nearly nothing resists Force), the bolt has better range than Toll, and the bolts can be divided over targets for efficiency at higher levels (e.g. bolt 1 knocks the target, so bolt 2 goes to a different target). Toll must do all its damage to one target even if only part of that damage was needed to knock that target down.</p><p></p><p>Mechanically, I honestly believe it is uncontentious that Eltdritch Blast is the most damaging cantrip, given Agonising Blast (which is so much a must-take that it is essentially an "invocation tax").</p><p></p><p>I use highly varied challenges in my campaign, which has run 64 sessions with characters going from level 1 to level 12. Warlock is a great class, flavourful and a lot of fun. I think it can gain mechanical interest by letting Warlocks do more with other damage cantrips: as always, balance is more about making more strategies valid, than reducing power. I believe this change would make more strategies valid, but coming back to your main criticism - proof? What do you think of the numbers?</p></blockquote><p></p>
[QUOTE="clearstream, post: 7516548, member: 71699"] Eldritch Blast fires three separate force damage type bolts, 120'. Each typically receives the Warlock's Charisma modifier as a bonus. At tier 1, this readily looks like at least 3d10+9 = 25.5 versus Toll the Bell at 3d12=19.5, given Charisma 16. There are two other subtle factors that do count. More creatures resist Necrotic than Force (nearly nothing resists Force), the bolt has better range than Toll, and the bolts can be divided over targets for efficiency at higher levels (e.g. bolt 1 knocks the target, so bolt 2 goes to a different target). Toll must do all its damage to one target even if only part of that damage was needed to knock that target down. Mechanically, I honestly believe it is uncontentious that Eltdritch Blast is the most damaging cantrip, given Agonising Blast (which is so much a must-take that it is essentially an "invocation tax"). I use highly varied challenges in my campaign, which has run 64 sessions with characters going from level 1 to level 12. Warlock is a great class, flavourful and a lot of fun. I think it can gain mechanical interest by letting Warlocks do more with other damage cantrips: as always, balance is more about making more strategies valid, than reducing power. I believe this change would make more strategies valid, but coming back to your main criticism - proof? What do you think of the numbers? [/QUOTE]
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