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The Maverick (Exploring Eberron)
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<blockquote data-quote="Chaosmancer" data-source="post: 8082713" data-attributes="member: 6801228"><p>So, I think that there is a fair point to be made that early on there isn't a lot that the Maverick could do that you couldn't build a specific class to do, and do more. </p><p></p><p>But, there are a few intriguing ideas, and one thing that might be insanely powerful. </p><p></p><p>Breakthrough spells count as Artificer spells, which means they are valid choices for your 11th level Spell-Storing Item. This allows for a spell to be cast up to ten times for free. Generally, I would but in Cure Wounds. But, the maverick opens this up to any 1st or 2nd level spells. </p><p></p><p>Go Cleric and give your allies the ability to cast Hold Person, Prayer of Healing, Spiritual Weapon, or Warding Bond (That could be fun, let the Fighter and Paladin share a warding bond, for no spell slot)</p><p></p><p>Go Druid and get Moonbeam, Flaming Sphere, Pass Without Trace, or Spike Growth. </p><p></p><p>Oh, and these are seconds, we can go firsts and get Faerie Fire, Bless, Thunderwave, or Inflict Wounds</p><p></p><p>At 9th level you also get the ability to cast the spell two levels higher than the slot you use. So, go Warlock and Cast Armor of Agathys as a third level, bumping it to an 5th. That can be quite nice on someone with the armor and health of an Artificer. Or going Cleric you could cast the Mass Healing Word and get a bigger boost out of it. </p><p></p><p></p><p>None of this is gamebreaking, but it allows for a caster who can cover multiple roles very easily. You could build a caster who takes all of the best terrain and debuffing spells in the game (up to fifth level) or all of the best buff spells (up to fifth level)</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8082713, member: 6801228"] So, I think that there is a fair point to be made that early on there isn't a lot that the Maverick could do that you couldn't build a specific class to do, and do more. But, there are a few intriguing ideas, and one thing that might be insanely powerful. Breakthrough spells count as Artificer spells, which means they are valid choices for your 11th level Spell-Storing Item. This allows for a spell to be cast up to ten times for free. Generally, I would but in Cure Wounds. But, the maverick opens this up to any 1st or 2nd level spells. Go Cleric and give your allies the ability to cast Hold Person, Prayer of Healing, Spiritual Weapon, or Warding Bond (That could be fun, let the Fighter and Paladin share a warding bond, for no spell slot) Go Druid and get Moonbeam, Flaming Sphere, Pass Without Trace, or Spike Growth. Oh, and these are seconds, we can go firsts and get Faerie Fire, Bless, Thunderwave, or Inflict Wounds At 9th level you also get the ability to cast the spell two levels higher than the slot you use. So, go Warlock and Cast Armor of Agathys as a third level, bumping it to an 5th. That can be quite nice on someone with the armor and health of an Artificer. Or going Cleric you could cast the Mass Healing Word and get a bigger boost out of it. None of this is gamebreaking, but it allows for a caster who can cover multiple roles very easily. You could build a caster who takes all of the best terrain and debuffing spells in the game (up to fifth level) or all of the best buff spells (up to fifth level) [/QUOTE]
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