D&D 5E New Tasha's Blasters

No surprised, you casted a verbal spell (Hunters Mark).
Weak, multiclassing and Darkness situational. Pretty bad build
Go without Multiclassing :D

What do you mean 'not surprised'?

He could just be selecting you as the target with his bonus action (having previously cast the spell in a prior encounter) but even if he isn't, it's a bonus action to cast.

He sneaks up to you (Stealth +13; invisibility in darkness) and then declares he casts HM as a bonus action and attacks you, triggering initiative, with those things (Hunters Mark and Attack action x 2) happening on his first turn (and you're surprised on turn 1 and cant take any actions or move or reactions till after your turn).

He's got +7 to initiative so likely goes first, meaning no reactions till after your first turn (and after he's already unloaded 6 Bow attacks).

The Sorcerers AC is likely no better than 16 (Mage armor and 16 Dex) and being unable to cast shield (due to surprise) so at +6 with tri-vantage they're all likely hitting.

Heck, even with shield, and with no tri-vantage to help out, he just drops Sharpshooter and at +11 to hit vs AC 21 he only needs 10's to hit (spamming a d8 superiority die on precision attack on any shots he misses by 5 or less).

That works out to around 5 hits on average (burning 2 superiority dice to help land a hit), for around 10d8+5d6+25 (around 90 or so points) of damage in one turn.
 

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Hohige

Explorer
What do you mean 'not surprised'?

He could just be selecting you as the target with his bonus action (having previously cast the spell in a prior encounter) but even if he isn't, it's a bonus action to cast.

He sneaks up to you (Stealth +13; invisibility in darkness) and then declares he casts HM as a bonus action and attacks you, triggering initiative, with those things (Hunters Mark and Attack action x 2) happening on his first turn (and you're surprised on turn 1 and cant take any actions or move or reactions till after your turn).

He's got +7 to initiative so likely goes first, meaning no reactions till after your first turn (and after he's already unloaded 6 Bow attacks).

The Sorcerers AC is likely no better than 16 (Mage armor and 16 Dex) and being unable to cast shield (due to surprise) so at +6 with tri-vantage they're all likely hitting.

Heck, even with shield, and with no tri-vantage to help out, he just drops Sharpshooter and at +11 to hit vs AC 21 he only needs 10's to hit (spamming a d8 superiority die on precision attack on any shots he misses by 5 or less).

That works out to around 5 hits on average (burning 2 superiority dice to help land a hit), for around 10d8+5d6+25 (around 90 or so points) of damage in one turn.
I didnt read. Go without multiclass and Darkness situational.
 

BacchusNL

Explorer
What do you mean 'not surprised'?

He could just be selecting you as the target with his bonus action (having previously cast the spell in a prior encounter) but even if he isn't, it's a bonus action to cast.

He sneaks up to you (Stealth +13; invisibility in darkness) and then declares he casts HM as a bonus action and attacks you, triggering initiative, with those things (Hunters Mark and Attack action x 2) happening on his first turn (and you're surprised on turn 1 and cant take any actions or move or reactions till after your turn).

He's got +7 to initiative so likely goes first, meaning no reactions till after your first turn (and after he's already unloaded 6 Bow attacks).

The Sorcerers AC is likely no better than 16 (Mage armor and 16 Dex) and being unable to cast shield (due to surprise) so at +6 with tri-vantage they're all likely hitting.

Heck, even with shield, and with no tri-vantage to help out, he just drops Sharpshooter and at +11 to hit vs AC 21 he only needs 10's to hit (spamming a d8 superiority die on precision attack on any shots he misses by 5 or less).

That works out to around 5 hits on average (burning 2 superiority dice to help land a hit), for around 10d8+5d6+25 (around 90 or so points) of damage in one turn.
I'm pretty sure you are better off argueing with a brick wall and let this thread fade into obscurity.
 

Mistwell

Crusty Old Meatwad (he/him)
I didnt read. Go without multiclass and Darkness situational.
You are using optional rules for your build so him using multiclassing is perfectly fair. And Darkness is not even as situational as many of your scenarios. You should do him the respect of reading what he wrote for you in response to your post, which is the same you wish others do with your posts.
 

Hohige

Explorer
You are using optional rules for your build so him using multiclassing is perfectly fair. And Darkness is not even as situational as many of your scenarios. You should do him the respect of reading what he wrote for you in response to your post, which is the same you wish others do with your posts.
Well, for sure multiclass is stronger than Single Classed. For obvious reasons.
And still depend on Darkness (Situational) to not be completely useless.
Remember before blaster, divine soul is a powerful spellcaster.
Even in the face of a Multiclass, I will continue Single Classed, proving the clear superiority.

ONE HIT K.O and True Necromancer (Divine Soul Subclass)

1607442426023.png

The Divine Soul Sorcerer Level 10 blasting.
Custom Lineage (+2 CHA and a feat)
Feats: Skill Expert (+1 Cha, Deception) Metamagic Adept (+2 SP and extra 2 metamagic choices), Inspiring Leadership.
Metamagic: Seeking Spell, Empower Spell, Quicken Spell, Extended, Subtle and 12 Sorcery Points
Prepare Subtle 5th Spirit Shroud when you are hidden and attack with 5th Scorching Ray.
With Empower Spell 1d6 has average damage 4,25, 1d8 (5.5), 1d10 (6,25)

Action: Twinned Firebolt for 23,5 avg damage per target
Bonus Action: Empowered Quickened Scorching Ray : 19,5 avg damage (2d6 +2d8) per each Ray

If the attack fails, so Seeking Spell rerolls, if Seeking Spell fails, Lucky feat rerolls. (LOL)
Favored by the gods add +2d4 attack roll. (once)

Total damage: Twinned Firebolt for 47 damage and Scorching Ray 117 damage = 164 damage.

About Seeking Spell, you use Seeking spell if your attack fails
Empower Spell, you apply it if your dice rolls is bad.

It deals fire and cold damage, It's insane thematically.


The True Necromancer


Why necromancy? It will act as an enhanced version of Mirror Image.
Divine Soul controls several Undeads that have HP buffed with Inspiring Leadership +14 HP and Extended Aid Spell that will act as a powerful Mirror Image.
Extended Seeming Spell serves to disguise the Divine Soul Sorcerer himself and his creatures in any creature. The Undeads wear black robes and masks that cover their entire bodies. 3 disguise chambers:
1: Expertise on Deception with Magical Guidance for rerolls
2: Disguise Kit as another layer of disguise that still applies Magical Guidance
3: Seeming Spell that will prevent the target from being able to distinguish the real target. The Undeads are physically and magically disguised as the Divine Soul Sorcerer.
4: The Divine Soul Sorcerer casts Subtle spell to prevent the enemy from realizing that there is a spellcaster in disguise there. Divine Soul does not use Verbal and Somatic Components.
This in practice forms a kage bunshin no jutsu of Naruto.

1607442665437.png



In addition to being an improved version of Mirror Image. Undeads can use Help action, Shove, Attack with Longbow at 600ft, use Search action to find any hidden targets, etc. 20 Undeads can deal 130 damage per turn for 24 hours. The Skeleton's HP is 26, with Aid Spell goes to 42.

These creatures are not easy to kill and are not separated to avoid AoE effects.

Inspiring Leadership, Aid Spell, Undead's help action, grappling make your party love you.




So, I'm going to build more of that level without a multiclass and that doesn't depend on specific conditions.
Thematically, Spirit Shroud, Animate Undead and Subtle Spell is really amazing. Seeming Spell is a fun spell for your creativity.
And most of all, it's really fun to party.
 
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Argyle King

Legend
If you really want to cheese it up with a necromancer, take the noble background w/ the alternative feature for retainers. Instruct some of your undead to follow the commands of your retainers.

You command retainers ---> retainers command squads of undead ---> you're effectively playing an army as a character
 

Hohige

Explorer
If you really want to cheese it up with a necromancer, take the noble background w/ the alternative feature for retainers. Instruct some of your undead to follow the commands of your retainers.

You command retainers ---> retainers command squads of undead ---> you're effectively playing an army as a character
Dark Character.
The idea of Undead is to be Thematically perfect for Spirit Shroud. Mechanically, being like Kage Bunshin Jutsu of the Naturo and casting subtle spells to prevent the enemy from attacking you, in addition to the powerful damage of the "clones", Mirror Image 2.0. For the enemy the fatal attack can come from anywhere. For party, help action, grappling and other actions are extremely useful.

A dark character, who controls the dead and spirits on the battlefield and gives fatal attacks of cold or necrotic damage (Necromacy style) on enemies.
 
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