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General Tabletop Discussion
*Dungeons & Dragons
How to Deal Uber Damage
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<blockquote data-quote="JPDG" data-source="post: 6442646" data-attributes="member: 6677232"><p>Sorlocks base damage is okay. 1d10+3 or +4, x however many blasts they have. But Hex is reliant on spell slots, so it's not always available. Same for Twin Spell or Quicken Spell. Those will not always be available either.</p><p></p><p>True about Concentration. My Druid has the Warcaster Feat and I wouldn't change it for the world. Also, the caster can take the Lucky Feat to reroll his Concentration check with advantage makes it very plausible for the druid to keep the spell. Besides all of this, he can use his action to Dodge after the initial casting, reducing even further the chance of getting hit. Directing summoned creatures is a free action. </p><p></p><p>Although some enemies are resistant to non-magical attacks, the is such a variety of summons that it almost doesn't matter. Snakes can do poison damage, wolves can knock prone, Mephits can cast Heat Metal and use breath weapons. Pixies can Polymorph, Sleep and use Confusion. Frogs can swallow targets. Spiders can use web attacks. Giant owls can use Flyby attacks. Sprites can knock people unconscious with one attack. </p><p></p><p>By level 6 a druid can cast three of these summons, and by level 7 he can cast five total (3 Conjure Animals and 2 Conjure Woodland Beings). Breaking concentration is a possibility, but by level 4 a human druid can have Warcaster and the Lucky feat, reducing this chance to a minimum. </p><p></p><p>That all being said, it's great DPS + other amazing effects, if a person can play one correctly.</p></blockquote><p></p>
[QUOTE="JPDG, post: 6442646, member: 6677232"] Sorlocks base damage is okay. 1d10+3 or +4, x however many blasts they have. But Hex is reliant on spell slots, so it's not always available. Same for Twin Spell or Quicken Spell. Those will not always be available either. True about Concentration. My Druid has the Warcaster Feat and I wouldn't change it for the world. Also, the caster can take the Lucky Feat to reroll his Concentration check with advantage makes it very plausible for the druid to keep the spell. Besides all of this, he can use his action to Dodge after the initial casting, reducing even further the chance of getting hit. Directing summoned creatures is a free action. Although some enemies are resistant to non-magical attacks, the is such a variety of summons that it almost doesn't matter. Snakes can do poison damage, wolves can knock prone, Mephits can cast Heat Metal and use breath weapons. Pixies can Polymorph, Sleep and use Confusion. Frogs can swallow targets. Spiders can use web attacks. Giant owls can use Flyby attacks. Sprites can knock people unconscious with one attack. By level 6 a druid can cast three of these summons, and by level 7 he can cast five total (3 Conjure Animals and 2 Conjure Woodland Beings). Breaking concentration is a possibility, but by level 4 a human druid can have Warcaster and the Lucky feat, reducing this chance to a minimum. That all being said, it's great DPS + other amazing effects, if a person can play one correctly. [/QUOTE]
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