Levistus's_Leviathan
5e Freelancer
No, I did read it, but Convergent Future (Chronurgist ability) will eventually make them fail a saving throw.Someone didn't read the whole post. lol.
No, I did read it, but Convergent Future (Chronurgist ability) will eventually make them fail a saving throw.Someone didn't read the whole post. lol.
Continual Flame (ruby dust 50 gp)
Infernal Calling (Ruby worth 999 gp)
Forbiddance (powdered ruby worth 1000 gp)
Force Cage (ruby dust worth 1500 gp)
Simulacrum (powdered ruby worth 1500 gp)
Don't hate the class, man, hate the spell. I've already said simulacrum is OP RAW unless the DM steps in to nerf it.They were a prick DM when they decided to have PvP just to stroke a wizard's ego.
The price for wishing Ruby Dust is steep, with a chance you won't be able to cast Wish again. If that happens, no matter what your simulacrum can upcast, they'll no longer be able to cast wish.
Either way, this conversation has insisted on favoring the wizard since it's beginning. The range is unoptimal for a melee fighter, the terrain provides no cover, the wizard is assumed to have everything they need.
A monk could probably survive the simulacrum barrage anyways. They're really good at avoiding damage and even magic missile becomes an unreliable spell if the monk goes invisible.
I also think it's a bit strange that portent wizard always gets a higher initiative consistently. Sure, one or two of them have a d20 portent roll to overcome most martial character's initiative. But if the enemy survives, they'll probably get rid of the other spellcasters easily. Couldn't a warlock/bard have an army of True Polymorphed objects?
Couldn't a sorcerer finger of death enemies to have very powerful zombies. Like Dracoliches and Beholder Zombies?
Monks can escape most anything quite easily. An open monk would have sanctuary on him, meaning magic missile barrages become less likely to completely hit. But they are also less likely to get hit by something from an initial strike, giving them time for invisibility.As the OP is sort of ruling "no simulacrums accept via Wish" in the competition, Wizards have a harder time against Sorcerers as has been pointed out, but still win versus martials easily. 100 rounds when you can't damage the Wizard at all will kill most martial builds easily. Half-casters might get lucky or have a trick or two that will help and might give them an occasional victory.
Even if they make the monk autofail a save once, the monk can reroll after. In fact, fighters can reroll a failed save.As for Portent, it is highly unlikely any other build wins Initiative. With 3d20 at the Diviner's disposal, there is also a good change the can keep on in reserve to make the opponent auto-fail a save. Depending on what the wizard does at that point, there is little most martials can do.
Yeah, so eventually we'll be arguing which 1000+ army beats who's 1000+ army because everyone is assumed to have had an indefinite amount of time to get whatever they want without risking anything. Which will always rule in favor of spellcasters by virtue of the fact that a martial can't snag a magic item from a powerful spellcaster themselves, because we consider that outside the rules.And any army any other caster can have, a Wizard could have as well probably, so I see no point in arguing that issue.
With the +8 to all saves from class features, you now have a minimum of +12 to everything but strength. Intelligence save as high as +17 which has if I recall the most save or die spells the wisard is feared for.
I was not aware of the Chronurgist as it is a newer option. Convergent Future + feeblemind is basically an I win button vs non-melee classes unless the target has counterspell…. well. Ok then I see why wizards are winning. I am a little surprised Wizards allowed an ability that completely removes any chance of a save. I guess a Divination wizard has a chance at a similar effect with Portent depending on if they get a really low roll. Melee classes, including moon druids and paladins in this case, end up playing a game of keep away which they can't win versus an opponent with hold person, blink, misty step, and thunder step... Until the target gets low enough for a finger of death. In that case Artificer makes a good augment for second place but due to Convergent Future and maybe Portant I concede wizards can break most classes out the gate and there is nothing they can do about it if the wizard goes first in initiative. Of the classes with counter spell only the Bard and Warlock are the only ones with feeblemind to return the favor and for sure the same two subclasses have advantage on them. If sorcerers had feeblemind with meta magic heightened spell they could give wizards a sudden death run for there money but they don't and still all of these classes are Charisma based making intelligence saves while wizards are intelligent based with intelligence save proficiency which out weighs disadvantage (even if they take resilient intelligence, it is still their secondary stat at best). They could both be a Gnome so that is a net zero. Then you add to that they could use the same abilities to prevent from failing as they could causing the opponent to fail...No, I did read it, but Convergent Future (Chronurgist ability) will eventually make them fail a saving throw.
I am a little surprised Wizards allowed an ability that completely removes any chance of a save. I guess a Divination wizard has a chance at a similar effect with Portent depending on if they get a really low roll.
Proficiency bonus is the same for all level 20s, my intent was +8 over that flat rate but I did not word it to clearly explain that. But yes +14 total.I think your math is off. With +6 from attunements, +2 from the cloak and ring of protection, and +6 from proficiency bonuses it's a minimum +14 to everything you are proficient in. Do, however, note that you can only take the resilient feat once. Still being able to get a no stat bonus +14 to Wisdom or Dex saves is nothing to sneeze at.
Also you get to add your intelligence bonus to your saves several times a day from Flash of Genius. We'll just call those your Legendary Resistances.
I still wouldn't be so confident taking them against a purpose built for dueling Wizard or Sorcerer, because they'll still widdle you down faster than you can heal yourself with save for half stuff (though Absorb Elements will help a lot in this department) and you can't really afford to spend actions self healing anyway. Once you are below 100 hit points it's Power Word Kill time, and you likely don't have that much more than 100 hit points.
Druids and Bards are also going to drop Heat Metal on Mr. Magic Items, and it's going to suck a lot.