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Favored Soul Sorcerer: Best Domains, Feats and suggestions
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<blockquote data-quote="Carlos Barreto" data-source="post: 6810542" data-attributes="member: 6812625"><p>I don't see much gain from bard, specially dual wielding.</p><p></p><p>About Smite, I think Smite is a really awesome source of melee damage in 5e.</p><p>Ok, let's see: It's 5d8 for a 4th level spell doesn't sounds good enough, right?</p><p></p><p>Well, that's <em>extra</em> damage. Assuming the giving example of a two-handed weapon, it's 2d6+5d8+(3-15) damage (with maxed Strength and Great Weapon Master +10). If the target is a demon or undead, there's an extra 1d8, for a total of 6d8. And if you hit a critical, that damage goes 10d8 (or 12d8, if enemy is a demon/undead). After all, you use Smite after you see the attack roll. So 4d6+10d8+bônus is not that bad. It's full damage with no save to halve. And the extra damage does radiant damage, which is not resisted very often.</p><p></p><p>So the idea to burn spell slots and sorcery points is a last resort against really strong bosses.</p><p></p><p>About Charisma, no, this character is not meant to just buff and Smite. Those are great tools in the arsenal, but blasting power is also required to fulfill the ideas previously mentioned ("...blasting hordes of enemies at once"). So yes, there'll be spells like Burning Hands, Scorching Ray, Fireball, Lightning Bolt and even Meteor Swarm, among others. I wish I could have Charisma 20, but due to the fact that this character will have only 4 ASIs/Feat left and I would like to grab Great Weapon Master feat later, I guess the Charisma would end at 18 instead of 20 using the standard point buy system (15, 15, 15, 8, 8, 8). The three 15s would become three 16s thanks to Variant Human and Heavy Armor Master feat.</p></blockquote><p></p>
[QUOTE="Carlos Barreto, post: 6810542, member: 6812625"] I don't see much gain from bard, specially dual wielding. About Smite, I think Smite is a really awesome source of melee damage in 5e. Ok, let's see: It's 5d8 for a 4th level spell doesn't sounds good enough, right? Well, that's [I]extra[/I] damage. Assuming the giving example of a two-handed weapon, it's 2d6+5d8+(3-15) damage (with maxed Strength and Great Weapon Master +10). If the target is a demon or undead, there's an extra 1d8, for a total of 6d8. And if you hit a critical, that damage goes 10d8 (or 12d8, if enemy is a demon/undead). After all, you use Smite after you see the attack roll. So 4d6+10d8+bônus is not that bad. It's full damage with no save to halve. And the extra damage does radiant damage, which is not resisted very often. So the idea to burn spell slots and sorcery points is a last resort against really strong bosses. About Charisma, no, this character is not meant to just buff and Smite. Those are great tools in the arsenal, but blasting power is also required to fulfill the ideas previously mentioned ("...blasting hordes of enemies at once"). So yes, there'll be spells like Burning Hands, Scorching Ray, Fireball, Lightning Bolt and even Meteor Swarm, among others. I wish I could have Charisma 20, but due to the fact that this character will have only 4 ASIs/Feat left and I would like to grab Great Weapon Master feat later, I guess the Charisma would end at 18 instead of 20 using the standard point buy system (15, 15, 15, 8, 8, 8). The three 15s would become three 16s thanks to Variant Human and Heavy Armor Master feat. [/QUOTE]
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