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New Spellcasting Blocks for Monsters --- Why?!
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<blockquote data-quote="Charlaquin" data-source="post: 8661090" data-attributes="member: 6779196"><p>Nah dawg, this design absolutely wants to be in melee so he can take full advantage of his action economy. Being in melee gives him the opportunity to use Fell Rebuke.</p><p></p><p>I think the optimal way to play him would probably be to start his turn with a Vile Teleport to within 15 feet of as many targets as possible, then multi attack using Rotten Fate if he can kill with it, otherwise Flight of the Damned if he has it and can hit at least 2 targets with it, otherwise Lightning Bolt if he can hit at least 3 targets with it, otherwise Rotten Fate, then move into melee range - ideally with the character who’s next up in the initiative order - and use his two Afterthought attacks. Then when he gets attacked back in melee he can Fell Rebuke to do a bit of off-turn damage, get some distance again, and set himself up to heal when he uses Fell Teleport again on his next turn.</p><p></p><p>Technically it would probably be better to cast his spell, then teleport, then use his melee attacks, but I’m not sure if you’re allowed to break up a multiattack-in-progress with a bonus action. From an in-world logic perspective I don’t see why that wouldn’t be possible, but from the strict wording of the rules I don’t think it works.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8661090, member: 6779196"] Nah dawg, this design absolutely wants to be in melee so he can take full advantage of his action economy. Being in melee gives him the opportunity to use Fell Rebuke. I think the optimal way to play him would probably be to start his turn with a Vile Teleport to within 15 feet of as many targets as possible, then multi attack using Rotten Fate if he can kill with it, otherwise Flight of the Damned if he has it and can hit at least 2 targets with it, otherwise Lightning Bolt if he can hit at least 3 targets with it, otherwise Rotten Fate, then move into melee range - ideally with the character who’s next up in the initiative order - and use his two Afterthought attacks. Then when he gets attacked back in melee he can Fell Rebuke to do a bit of off-turn damage, get some distance again, and set himself up to heal when he uses Fell Teleport again on his next turn. Technically it would probably be better to cast his spell, then teleport, then use his melee attacks, but I’m not sure if you’re allowed to break up a multiattack-in-progress with a bonus action. From an in-world logic perspective I don’t see why that wouldn’t be possible, but from the strict wording of the rules I don’t think it works. [/QUOTE]
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