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Offensive CR: determining damage output for a spellcaster
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<blockquote data-quote="pukunui" data-source="post: 6485494" data-attributes="member: 54629"><p>Oops. It's meant to be 14.</p><p></p><p>I was hoping to keep it at CR 6, but it looks like that's not really possible since I took away all the big damage spells. He's a major villain in the campaign, but he's not one that likes to fight. He prefers to weasel his way out of difficult situations.</p><p></p><p>Also, your calculator's not really working for me. Getting lots of "#NAME?" errors - for the ability modifiers, for final hit points if I change the creature's size or Con, and a number of other things.</p><p></p><p></p><p>EDIT: OK, how about this for my NPC mage?</p><p></p><p>AC 14 (17 w/ <em>mage armor)</em> ~ <em>bracers of defense</em></p><p>HP 78 (12d8 + 24)</p><p></p><p>STR 9 DEX 14 CON 14 INT 17 WIS 12 CHA 14</p><p></p><p>Saves Int, Wis</p><p></p><p>Replace <em>hypnotic pattern</em> with <em>lightning bolt</em>. Assuming it hits 2 targets each round (half of what's on page 249), that's 56 damage, which is CR 8. However, his save DC is only 14, so his offensive CR drops to 7.</p><p></p><p>Meanwhile, with 78 hit points and an AC of 17 with <em>mage armor</em>, plus the ability to fly, he's got a defensive CR of 4.</p><p></p><p>11/2 = 5.5, rounded up to 6.</p><p></p><p></p><p>p.s. I'm OK with the PCs getting the <em>bracers</em>. The monk could use a higher AC.</p><p></p><p></p><p></p><p>EDIT 2: Next one is my revised Ice Witch (I'm running a beefed up <em>Legacy of the Crystal Shard</em> campaign). I'm aiming for CR 8, and I think I've got it sorted.</p><p></p><p>AC 15 (<em>ice armor</em> ~ a variant of <em>mage armor</em>)</p><p>HP 73 (9d8 + 9 plus 24 from her <em>ice armor</em>)</p><p></p><p>STR 9 DEX 14 CON 12 INT 12 WIS 17 CHA 12</p><p></p><p>Dmg Resistances fire</p><p>Dmg Immunities cold</p><p></p><p>Freezing Aura - Anyone within 5 ft must make a Con save or take 5 (1d10) cold dmg</p><p></p><p>Legendary Resistance [2/day]</p><p></p><p>Spellcasting (9th level; DC 14; +6)</p><p></p><p>Cantrips: [x], <em>ray of frost</em>, <em>thaumaturgy</em></p><p>1st Level (4 slots): <em>command</em>, <em>cure wounds</em>, [x], <em>fog cloud</em></p><p>2nd Level (3 slots): <em>gust of wind</em>, <em>ice spear*</em>, <em>lesser restoration</em></p><p>3rd Level (3 slots): <em>dispel magic</em>, [x]</p><p>4th Level (3 slots): [x], [x]</p><p>5th Level (1 slot): <em>cone of cold</em></p><p></p><p>FYI: [x] marks spells that are redacted due to my alpha playtest NDA. One of them deals 17 (5d6) dmg to all creatures within a 20 foot radius that fail a save. For the purposes of offensive CR, I'll be including two rounds of that spell plus one round of <em>cone of cold</em> (affecting 3 creatures - half the amount from pg 249 of the DMG).</p><p></p><p>Legendary Actions: Includes a variation of the solar's Searing Burst, which deals an average of 20 dmg. I'll be factoring that in to her damage output, along with the 5 dmg from her freezing aura and a <em>spike growth</em>-like lair action [it deals 5 dmg per 5 ft moved, but they'll be fighting her in a fairly small space, so I doubt it'll do much more than 5 dmg anyway].</p><p></p><p>Cone of cold: average of 36 dmg x 3 targets = 108 dmg. [X] 4th level spell: 17 dmg x 2 targets = 34 x 2 rounds = 68 / 3 = 58 + 30 dmg from legendary/lair actions and auras = 88 damage output per round. That puts her offensive CR at 14, but her save DC is only 14, so that drops it to 12.</p><p></p><p>Her two instances of Legendary resistance give her 40 extra effective hit points, bring her HP total to 113, which is CR 3, but her AC of 15 bumps that up to a defensive CR of 4. 12 + 4 = 16 / 2 = 8.</p><p></p><p>I didn't factor her damage resistance and immunity in as it seems like it's mainly the B/P/S resistance that affects defensive CR.</p><p></p><p>Did I miss anything there? </p><p></p><p></p><p>*Custom spell from the <em>LotCS</em> stats pdf</p></blockquote><p></p>
[QUOTE="pukunui, post: 6485494, member: 54629"] Oops. It's meant to be 14. I was hoping to keep it at CR 6, but it looks like that's not really possible since I took away all the big damage spells. He's a major villain in the campaign, but he's not one that likes to fight. He prefers to weasel his way out of difficult situations. Also, your calculator's not really working for me. Getting lots of "#NAME?" errors - for the ability modifiers, for final hit points if I change the creature's size or Con, and a number of other things. EDIT: OK, how about this for my NPC mage? AC 14 (17 w/ [I]mage armor)[/I] ~ [I]bracers of defense[/I] HP 78 (12d8 + 24) STR 9 DEX 14 CON 14 INT 17 WIS 12 CHA 14 Saves Int, Wis Replace [I]hypnotic pattern[/I] with [I]lightning bolt[/I]. Assuming it hits 2 targets each round (half of what's on page 249), that's 56 damage, which is CR 8. However, his save DC is only 14, so his offensive CR drops to 7. Meanwhile, with 78 hit points and an AC of 17 with [I]mage armor[/I], plus the ability to fly, he's got a defensive CR of 4. 11/2 = 5.5, rounded up to 6. p.s. I'm OK with the PCs getting the [I]bracers[/I]. The monk could use a higher AC. EDIT 2: Next one is my revised Ice Witch (I'm running a beefed up [I]Legacy of the Crystal Shard[/I] campaign). I'm aiming for CR 8, and I think I've got it sorted. AC 15 ([I]ice armor[/I] ~ a variant of [I]mage armor[/I]) HP 73 (9d8 + 9 plus 24 from her [I]ice armor[/I]) STR 9 DEX 14 CON 12 INT 12 WIS 17 CHA 12 Dmg Resistances fire Dmg Immunities cold Freezing Aura - Anyone within 5 ft must make a Con save or take 5 (1d10) cold dmg Legendary Resistance [2/day] Spellcasting (9th level; DC 14; +6) Cantrips: [x], [I]ray of frost[/I], [I]thaumaturgy[/I] 1st Level (4 slots): [I]command[/I], [I]cure wounds[/I], [x], [I]fog cloud[/I] 2nd Level (3 slots): [I]gust of wind[/I], [I]ice spear*[/I], [I]lesser restoration[/I] 3rd Level (3 slots): [I]dispel magic[/I], [x] 4th Level (3 slots): [x], [x] 5th Level (1 slot): [I]cone of cold[/I] FYI: [x] marks spells that are redacted due to my alpha playtest NDA. One of them deals 17 (5d6) dmg to all creatures within a 20 foot radius that fail a save. For the purposes of offensive CR, I'll be including two rounds of that spell plus one round of [I]cone of cold[/I] (affecting 3 creatures - half the amount from pg 249 of the DMG). Legendary Actions: Includes a variation of the solar's Searing Burst, which deals an average of 20 dmg. I'll be factoring that in to her damage output, along with the 5 dmg from her freezing aura and a [I]spike growth[/I]-like lair action [it deals 5 dmg per 5 ft moved, but they'll be fighting her in a fairly small space, so I doubt it'll do much more than 5 dmg anyway]. Cone of cold: average of 36 dmg x 3 targets = 108 dmg. [X] 4th level spell: 17 dmg x 2 targets = 34 x 2 rounds = 68 / 3 = 58 + 30 dmg from legendary/lair actions and auras = 88 damage output per round. That puts her offensive CR at 14, but her save DC is only 14, so that drops it to 12. Her two instances of Legendary resistance give her 40 extra effective hit points, bring her HP total to 113, which is CR 3, but her AC of 15 bumps that up to a defensive CR of 4. 12 + 4 = 16 / 2 = 8. I didn't factor her damage resistance and immunity in as it seems like it's mainly the B/P/S resistance that affects defensive CR. Did I miss anything there? *Custom spell from the [I]LotCS[/I] stats pdf [/QUOTE]
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