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Z's New Character- Advice
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<blockquote data-quote="5ekyu" data-source="post: 7582989" data-attributes="member: 6919838"><p>I like the idea and the choices overall. </p><p></p><p>"Anyway thoughts on what I am trying to achieve. Putting a bit of effort into out of combat stuff, expect to excel in combat/social and not such to much at exploration due to cantrips, guidance, rutuals etc. This is kind of my idea of a rounded character."</p><p></p><p>The only bit that would make me stop and pause is the choice at this time to have both flaming sphere and hex. </p><p></p><p>Both are concentration. Both deal damage (or add damage to existing attacks.) Both add a small amount of damage (extra d6 on a hit vs extra d6 given 2d6 on failed saves) and so they seem to be fitting the same role with the same neighborhood of output. </p><p></p><p>When you have so few spells and so few slots - i tend to try and <strong>open more doors</strong> - emphasize more kinds of things i can do - rather than double up on different flavors to do the same thing. You actually wind up with three damaging spells once you add in guiding bolt. </p><p></p><p>So, i would strongly consider dropping one of those three for a different effect type - maybe hold person, maybe invisibility, maybe suggestion (or even charm person since it is not concentration.) <em>Personally, i would consider dropping HEX until you hit 5th level - where the double shots from EB make hex more worth its weight.</em></p><p></p><p>I would like to suggest Minor illusion as a cantrip - it has many uses. Again, opening doors.</p><p></p><p>Finally, i would be replacing comprehend as ritual for Unseen Servant. very very useful especially if you whip out a pair or trio of them. </p><p></p><p>But, except for the not tripling up on damage spells when you only have four spells - these are IMO mostly a matter of "what do you want to be doing?" decisions. </p><p></p><p>Do you want to be the guy jumping to the arcane scripts to decipher - or are you Ok leaving that to the wizard while you excel at "minions" (familiar and servant) and the other stuff?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7582989, member: 6919838"] I like the idea and the choices overall. "Anyway thoughts on what I am trying to achieve. Putting a bit of effort into out of combat stuff, expect to excel in combat/social and not such to much at exploration due to cantrips, guidance, rutuals etc. This is kind of my idea of a rounded character." The only bit that would make me stop and pause is the choice at this time to have both flaming sphere and hex. Both are concentration. Both deal damage (or add damage to existing attacks.) Both add a small amount of damage (extra d6 on a hit vs extra d6 given 2d6 on failed saves) and so they seem to be fitting the same role with the same neighborhood of output. When you have so few spells and so few slots - i tend to try and [B]open more doors[/B] - emphasize more kinds of things i can do - rather than double up on different flavors to do the same thing. You actually wind up with three damaging spells once you add in guiding bolt. So, i would strongly consider dropping one of those three for a different effect type - maybe hold person, maybe invisibility, maybe suggestion (or even charm person since it is not concentration.) [I]Personally, i would consider dropping HEX until you hit 5th level - where the double shots from EB make hex more worth its weight.[/I] I would like to suggest Minor illusion as a cantrip - it has many uses. Again, opening doors. Finally, i would be replacing comprehend as ritual for Unseen Servant. very very useful especially if you whip out a pair or trio of them. But, except for the not tripling up on damage spells when you only have four spells - these are IMO mostly a matter of "what do you want to be doing?" decisions. Do you want to be the guy jumping to the arcane scripts to decipher - or are you Ok leaving that to the wizard while you excel at "minions" (familiar and servant) and the other stuff? [/QUOTE]
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