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Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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<blockquote data-quote="Flamestrike" data-source="post: 6932510" data-attributes="member: 6788736"><p>But thats fine. The player has now devoted 1) A character resource (ASI), 2) a rounds activity, 3) a spell resource and 4) his concentration slot.</p><p></p><p>He could have instead used that ASI on something else, done something else with his 1st turn, saved that spell for something else, and be using his concentration slot on something else.</p><p></p><p>Also: Dont be afraid to include things like traps or monsters that have things like an AoE that deals psychic damage (Int save for half). Mix it up and keep your players guessing.</p><p></p><p>Heck; here is a variant monster (its a Chimera, with an Illithids head instead of a dragons) that I reskinned and tweaked using this as an idea (took 1 minute to write up):</p><p></p><p><strong>Pherenic Chimera</strong> (stats as chimera, resistant to psychic damage, loses flight, CR stays the same):</p><p></p><p><span style="color: #5E5E5E"><span style="font-family: 'roboto'"><em><strong>Multiattack.</strong></em>The Chimera makes three attacks: one with its bite, one with its tentacles, and one with its claws. When its psychic scream is available, it can use the scream in place of its bite or horns.</span></span></p><p><span style="color: #5E5E5E"><span style="font-family: 'roboto'"></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #5E5E5E"><span style="font-family: 'roboto'"><em><strong>Bite. </strong></em>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.</span></span></li> <li data-xf-list-type="ul"><span style="color: #5E5E5E"><span style="font-family: 'roboto'"><em><strong>Tentacles. </strong></em>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+ 4) bludgeoning damage and the target is grappled (DC 15 escape)</span></span></li> <li data-xf-list-type="ul"><span style="color: #5E5E5E"><span style="font-family: 'roboto'"><em><strong>Claws. </strong></em>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</span></span></li> </ul><p><span style="color: #5E5E5E"><span style="font-family: 'roboto'"></span></span></p><p><span style="color: #5E5E5E"><span style="font-family: 'roboto'"><em><strong>Psychic scream .</strong></em>The abomination releases a horrific mental scream in a 15-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 31 (7d8) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its save is also stunned for one round.</span></span></p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6932510, member: 6788736"] But thats fine. The player has now devoted 1) A character resource (ASI), 2) a rounds activity, 3) a spell resource and 4) his concentration slot. He could have instead used that ASI on something else, done something else with his 1st turn, saved that spell for something else, and be using his concentration slot on something else. Also: Dont be afraid to include things like traps or monsters that have things like an AoE that deals psychic damage (Int save for half). Mix it up and keep your players guessing. Heck; here is a variant monster (its a Chimera, with an Illithids head instead of a dragons) that I reskinned and tweaked using this as an idea (took 1 minute to write up): [B]Pherenic Chimera[/B] (stats as chimera, resistant to psychic damage, loses flight, CR stays the same): [COLOR=#5E5E5E][FONT=roboto][I][B]Multiattack.[/B][/I]The Chimera makes three attacks: one with its bite, one with its tentacles, and one with its claws. When its psychic scream is available, it can use the scream in place of its bite or horns. [/FONT][/COLOR] [LIST] [*][COLOR=#5E5E5E][FONT=roboto][I][B]Bite. [/B][/I]Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.[/FONT][/COLOR] [*][COLOR=#5E5E5E][FONT=roboto][I][B]Tentacles. [/B][/I]Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+ 4) bludgeoning damage and the target is grappled (DC 15 escape)[/FONT][/COLOR] [*][COLOR=#5E5E5E][FONT=roboto][I][B]Claws. [/B][/I]Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.[/FONT][/COLOR] [/LIST] [COLOR=#5E5E5E][FONT=roboto][/FONT][/COLOR] [COLOR=#5E5E5E][FONT=roboto][I][B]Psychic scream .[/B][/I]The abomination releases a horrific mental scream in a 15-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 31 (7d8) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its save is also stunned for one round.[/FONT][/COLOR] [/QUOTE]
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