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*Dungeons & Dragons
Multi-Cantrip Build: 3 / round with BS Extra Attack, EK War Magic and Haste? (5 with Action Surge?)
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<blockquote data-quote="Silam" data-source="post: 9836230" data-attributes="member: 7055898"><p>Assuming there is no flaw in the above logic, I am interested to explore the implications of this quirky build...</p><p></p><p>It certainly should raise some red flags as even if it's RAW, it probably isn't RAI... but I don't necessarily think it's overpowered either.</p><p></p><p>At 13th level, I bet there are quite a few builds more powerful than BS6, EK7. Even if constraining to a gish build, a BS13 or Bard of Valor 13 are probably more powerful than this very fragmented progression?</p><p></p><p>But I guess it's interesting in the (potentially narrow) context of campaigns with an emphasis on endurance. Like, not one of those campaigns where you take a long rest between each battle. Rather, one of those campaigns where it's not even possible <em>at all</em> to take a long rest in the middle of a dungeon (you'll just be interrupted indefinitely during those 8 hours, until TPK). For those type of endurance based campaigns, it becomes a weaker argument to say that "at high levels, a wizard has enough slots for every single round that they'll fight in a day, and therefore it's always a bad idea to spend a round on cantrips or attack actions, rather than spending slots" (which is a fairly decent argument for a non-endurance kind of game).</p><p></p><p>So if you think of it with the above frame of mind, what kind of cantrips would you have in your roster, if on most rounds you were slinging 2 or 3 of them, and only occasionally spending slots? Some that come to mind for me:</p><ul> <li data-xf-list-type="ul">For the gish flavor:<ul> <li data-xf-list-type="ul">True Strike</li> <li data-xf-list-type="ul">Booming Blade</li> <li data-xf-list-type="ul">Green-Flame Blade (these two haven't been updated for 2024, right?)</li> </ul></li> <li data-xf-list-type="ul">For protection:<ul> <li data-xf-list-type="ul">Blade Ward (if you chose not to use Haste for that battle, and therefore have your concentration available)</li> </ul></li> <li data-xf-list-type="ul">Tactical:<ul> <li data-xf-list-type="ul">Shocking Grasp</li> <li data-xf-list-type="ul">Mind Sliver (does this stack? <s>seems like it)... you could potentially impose a 3d4 penalty on the next save</s> (EDIT: no, it wouldn’t stack, but could still be intetesting to throw in to "prime" the target before spending a precious slot next round), or at least get a better shot that at least one of the saves fail.</li> </ul></li> <li data-xf-list-type="ul">Any of the long range attacks:<ul> <li data-xf-list-type="ul">Fire Bolt, etc.</li> </ul></li> <li data-xf-list-type="ul">AoE:<ul> <li data-xf-list-type="ul">Thunderclap</li> </ul></li> </ul><p>What else?</p></blockquote><p></p>
[QUOTE="Silam, post: 9836230, member: 7055898"] Assuming there is no flaw in the above logic, I am interested to explore the implications of this quirky build... It certainly should raise some red flags as even if it's RAW, it probably isn't RAI... but I don't necessarily think it's overpowered either. At 13th level, I bet there are quite a few builds more powerful than BS6, EK7. Even if constraining to a gish build, a BS13 or Bard of Valor 13 are probably more powerful than this very fragmented progression? But I guess it's interesting in the (potentially narrow) context of campaigns with an emphasis on endurance. Like, not one of those campaigns where you take a long rest between each battle. Rather, one of those campaigns where it's not even possible [I]at all[/I] to take a long rest in the middle of a dungeon (you'll just be interrupted indefinitely during those 8 hours, until TPK). For those type of endurance based campaigns, it becomes a weaker argument to say that "at high levels, a wizard has enough slots for every single round that they'll fight in a day, and therefore it's always a bad idea to spend a round on cantrips or attack actions, rather than spending slots" (which is a fairly decent argument for a non-endurance kind of game). So if you think of it with the above frame of mind, what kind of cantrips would you have in your roster, if on most rounds you were slinging 2 or 3 of them, and only occasionally spending slots? Some that come to mind for me: [LIST] [*]For the gish flavor: [LIST] [*]True Strike [*]Booming Blade [*]Green-Flame Blade (these two haven't been updated for 2024, right?) [/LIST] [*]For protection: [LIST] [*]Blade Ward (if you chose not to use Haste for that battle, and therefore have your concentration available) [/LIST] [*]Tactical: [LIST] [*]Shocking Grasp [*]Mind Sliver (does this stack? [S]seems like it)... you could potentially impose a 3d4 penalty on the next save[/S] (EDIT: no, it wouldn’t stack, but could still be intetesting to throw in to "prime" the target before spending a precious slot next round), or at least get a better shot that at least one of the saves fail. [/LIST] [*]Any of the long range attacks: [LIST] [*]Fire Bolt, etc. [/LIST] [*]AoE: [LIST] [*]Thunderclap [/LIST] [/LIST] What else? [/QUOTE]
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Multi-Cantrip Build: 3 / round with BS Extra Attack, EK War Magic and Haste? (5 with Action Surge?)
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