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Mounted Beastmaster
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<blockquote data-quote="Adb0782" data-source="post: 8260396" data-attributes="member: 6945705"><p>I was also making some considerations:</p><p></p><p>The snake at lv 3 has as same HP as a wizard and till lv 5 seem it still has around same hp the wizard have, than from lv 5 maybe aid can help with keep its hp similar to wizard, but i suppose the problem are area effect spells and crits that can kill the companion istantly. For other things cure wounds should be enough.</p><p></p><p>Spike growth can become a very useful spell, especially if the ranger dont mount the companion and keep the enemies in melee with him inside the spell area effect, while the snake attack them from outside with its 10 ft reach attack.</p><p></p><p>Being not so important my stats, as the snake will almost always attack, i was thinking different feats combinations, without bring dex and wis above 17:</p><p></p><p>- magic initiate (for mage armor to cast on the companion and ray of frost for keep enemies in the growth spike area longer), and shadow touched for false life that on single target is better than aid, plus invisibility that is always a good spell. Fighting style should be thrown weapons. (this is btw the one option that bring wis to 18, as this race have a +2 wis racial so it can start from 17)</p><p></p><p>- mounted combatant and defensive duelist for survivability. Fighting style: defense.</p><p></p><p>- Ritual caster (find familiar for help the snake attacks and scounting, comprehend lenguages and everything else ill find on the way) and magic initiate (mage armor that would enter at lv 8). Throw weapon fighting style.</p><p></p><p>- magic initiate at lv 4 and sharpeshooter at lv 8, so at lv 8 he gonna change his fighting style (switching to archery) and his companion (going for a pteranodon), for change play style and avoid situations where things immune or resistant to poison can be a problem.</p><p></p><p>Which do you think it works better?</p><p></p><p>I was considering also other thing:</p><p></p><p>if i dont pick mounted combatant as feat, the benefit to mount the campanion disappears (except the companion is a flying creature), because the enemies can anyway target my mount with everything and at this point being in a different place seem better because it allow them to flank an enemy and give advantage to each other's attacks. In any case the ranger AC isnt great while the companion AC go from 18 to 23 with mage armor. I suppose mostly crits and area effect spells will anyway kill the companion, but this is true even mounting it without the mounted combatant feat.</p><p></p><p>In this scenario anyway, giving already adavtage to each other via flanking, seem to me that a good way to go would be start with magic initiate and so mage armor at lv 4, and than choose artificer initiate at lv 8 if i want keep going with the snake, for sanctuary. In this way the ranger can even dont use any weapon (well, he gonna hold a staff as thats also his arcane focus), just shield, defense fighting style and sanctuary should make him able to keep enemies in melee inside the spike growth area while the snake attack them from outside the area with the 10 ft reach attack.</p><p>Even go for 5 BM/2 or 3 Twilight cleric seem a good idea to me, darkvision and temp HP from the cleric + sanctuary at lv 6 (instead than lv 8) and healing word as bonus action, possibily spiritual weapon (but im not sure it work together with sanctuary), some more spell slots, in exchange of 10/15 HP for the companion (anyway covered by the channel divinity of the twilight cleric) and of course 2/3 levels of delay on 3rd lv spells.</p></blockquote><p></p>
[QUOTE="Adb0782, post: 8260396, member: 6945705"] I was also making some considerations: The snake at lv 3 has as same HP as a wizard and till lv 5 seem it still has around same hp the wizard have, than from lv 5 maybe aid can help with keep its hp similar to wizard, but i suppose the problem are area effect spells and crits that can kill the companion istantly. For other things cure wounds should be enough. Spike growth can become a very useful spell, especially if the ranger dont mount the companion and keep the enemies in melee with him inside the spell area effect, while the snake attack them from outside with its 10 ft reach attack. Being not so important my stats, as the snake will almost always attack, i was thinking different feats combinations, without bring dex and wis above 17: - magic initiate (for mage armor to cast on the companion and ray of frost for keep enemies in the growth spike area longer), and shadow touched for false life that on single target is better than aid, plus invisibility that is always a good spell. Fighting style should be thrown weapons. (this is btw the one option that bring wis to 18, as this race have a +2 wis racial so it can start from 17) - mounted combatant and defensive duelist for survivability. Fighting style: defense. - Ritual caster (find familiar for help the snake attacks and scounting, comprehend lenguages and everything else ill find on the way) and magic initiate (mage armor that would enter at lv 8). Throw weapon fighting style. - magic initiate at lv 4 and sharpeshooter at lv 8, so at lv 8 he gonna change his fighting style (switching to archery) and his companion (going for a pteranodon), for change play style and avoid situations where things immune or resistant to poison can be a problem. Which do you think it works better? I was considering also other thing: if i dont pick mounted combatant as feat, the benefit to mount the campanion disappears (except the companion is a flying creature), because the enemies can anyway target my mount with everything and at this point being in a different place seem better because it allow them to flank an enemy and give advantage to each other's attacks. In any case the ranger AC isnt great while the companion AC go from 18 to 23 with mage armor. I suppose mostly crits and area effect spells will anyway kill the companion, but this is true even mounting it without the mounted combatant feat. In this scenario anyway, giving already adavtage to each other via flanking, seem to me that a good way to go would be start with magic initiate and so mage armor at lv 4, and than choose artificer initiate at lv 8 if i want keep going with the snake, for sanctuary. In this way the ranger can even dont use any weapon (well, he gonna hold a staff as thats also his arcane focus), just shield, defense fighting style and sanctuary should make him able to keep enemies in melee inside the spike growth area while the snake attack them from outside the area with the 10 ft reach attack. Even go for 5 BM/2 or 3 Twilight cleric seem a good idea to me, darkvision and temp HP from the cleric + sanctuary at lv 6 (instead than lv 8) and healing word as bonus action, possibily spiritual weapon (but im not sure it work together with sanctuary), some more spell slots, in exchange of 10/15 HP for the companion (anyway covered by the channel divinity of the twilight cleric) and of course 2/3 levels of delay on 3rd lv spells. [/QUOTE]
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