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Ein Übersetzungsproblem melden
In 5th edition, your spell just goes away you don't get a mishap or spell misfire.
Not trying to bash the game, I really enjoy this title, but 5th edition itself is pretty kid gloves in my book.
No one has probably ever heard of it, but I really wish someone would make a video game out of 'Hackmaster'. Now that was a deadly tabletop game that probably couldn't even be transferred into a video game at all.
Just the critical hit tables involved a D10000. And the top of the table was 'you die horribly, and probably can't even be rezzed at all since your head is goop'.
They are currently not in the game yet as the game is still in development. There are two feats that help with concentration and depending on your playstyle one will be better than the other. The feats are War Caster and the other Resilient (Constitution). A concentration check DC will always be 10 or half the damage you take, which ever is higher.
War Caster: Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
The War Caster feat is best used if you will be in melee or at least close to melee range. It is especially best for Eldritch Knight Fighters since they are already have proficiency in Constitution.
Resilient: Choose one ability score. You gain the following benefits:
-Increase the chosen ability score by 1, to a maximum of 20.
-You gain proficiency in saving throws using the chosen ability.
This one is best used if you don't have proficiency in constitution as a spell caster. It gives you a half ASI so if you have an odd number on your constitution score you can round it off with this. Since it gives you a higher CON saving throw by adding your proficiency bonus to it it will translates to having an easier time passing concentration checks since they are just CON saves. It will also scale at higher levels as your proficiency bonus increases by 1 at level 5, 9, 13, & 17. This will also mean you will have an easier time passing saves vs poison.
Another Feat that can help is the Lucky feat.
Lucky: You have inexplicable luck that seems to kick in at just the right moment.
-You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
-You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
-You regain your expended luck points when you finish a long rest.
What are paladin spells? I have never heard of such things as spells for paladins. ONLY SMITES!!! DEUS VULT DEUS VULT DEUS VULT DEUS VULT DEUS VULT
Just kidding. You can get a full list of Paladin spells online. Just search paladin spells 5e
Most of the concentration spells you will use are the spell smites. I don't know how they will be implemented in BG3 but in 5e you can combine your spell smites with your divine smites. Think as 5e paladins as tactical nukes for bosses & fiends. They are also prepared casters so you can change out your spells at a long rest.
The only & main reason I would not use the War Caster feat on paladins is because they don't get any cantrips or any single target damage spells. So they would probably benefit more from Resilient (Constitution) since they don't have proficiency on it. Also because you would miss out on a third of the feat with war caster. 2/3 if you only prepare smite spells as smites don't require somatic hand gestures to cast.
And I assume when you are talking about Con you are saying Paladin doesn't get prof in Con so they don't get bonuses to saving throws of that variety. Tad weird since I tend to think of them as tanks or tanky support types, but my impressions are from other games, not D&D oriented stuff.
Alealexi made an awesome reply. All I would add is that War Caster is really good simply because of the part where it gives you advantage on all concentration saves. That means you roll x2 d20 and pick the highest one. All the other stuff attached to War Caster is fluff that some classes like more than others.
I love rare magic items, and using “normal” gear for most characters, while being estatic when I find a magic ring, or weapon. That ring og wizardry you find early in BG1 is legendary in that game, it stays with you the whole game, but it’s really not that powerful.
I play Diablo 3 with my 3 kids, and I’ve had to say we do NOT stop to check loot all the time, only when we go back to town.
Guess some are suckers for loot, but for me it has the opposite affect, it becomes meaningsless when something happens constantly.
You are a bit mistaken on this part. War Caster says advantage on concentration checks taken from "damage". A DM could make an earthquake, cause a ship to suddenly shift side ways, or become poisoned causing you to do a concentration check without advantage. There are other way to cause you to make concentration checks that war caster won't cover. These are the cases where you would benefit more from resilient (constitution).
Let say you have two paladins.
Paladin one has a 14 CON & takes war caster. This means he will only be rolling a +2 to concentration checks with advantage as they only have a +2 to CON saving throws. That bonus will never change unless they gain bonuses another way. They also don't gain other bonuses. The advantage will only boost thier chance to make their save. A normal check would be 10 so you would need to roll an 8 as long as the damage is below 20. At higher levels you will take more damage so your chances of making check would lower at higher levels as you are stuck with that +2.
Paladin 2 had a CON score of 15 and takes Resilient (CON). With that +1 to CON he just raised his CON to 16 giving him a +3 to CON bonus. He also just gained an additional +1 to their health per level meaning a bigger HP and an immediate + 4 HP. The second part of the feat lets them add their proficiency bonus to CON saves (+2 at level 4) so now they have a +5 to concentration checks with another +1 at level 5 which will turns to a +6. Now you need to roll a 4 or higher on concentration checks no matter the source & damage sources of damage below 20. It will also scale higher as your proficiency bonus increases at higher levels. You can now even make saves vs poison alot easier as you have a higher con save as well.
You could try to dip into cleric but they currently only have sacred flame which is a bad cantrip and you would have to dip into wisdom which would already be a bit of a stretch. I would say you could dip into sorcerer or warlock as their spell casting modifier is the same as a paladins. Giving you options on spells & abilities that would synergies with your paladin.
War caster is still better than Resilient Con for making concentration checks at lower levels as, advantage is roughly equiv to a +5 in terms to your likely final result. Both feats are great for this purpose.
War caster also gives more than just the advantaged checks against vs. damage, since it allows you to use a single target cantrip on an opportunity attack initiated from an enemies movement, I doubt we will get Booming Blade (since that is the best cantrip for that), but something like Shocking Grasp also works. It also removes the requirement for having a free hand to perform somantic components, which BG3 isn't caring about from what I can see and most groups homebrew away but is technically a rule in 5E. (there are a few exceptions, Paladin's with shields and Warlocks holding an improved pact weapon).
As far as Paladin goes resilient CON has a major advantage that other classes don't get (unless they are in range of a Paladin), they will get their Aura of Protection* at level 6 anyways, and that significantly raises all saves. It's not hard for a Paladin to get to a point where it is impossible for them to fail most concentration checks. Anything below 21 points of damage is a DC10 (including the environmental checks which do no damage).
So if we go with a level 6 Paladin with CON 15 (+2) and CHA 16(+3), They'd have a +5 to constitution saving throws. If they choose Resilient, it'd be Proficiency (+3), CON 16(+3) and CHA 16(+3) for a +9 meaning they need to roll a 1 or higher to succeed a DC 10 at level 6.
* Just for those not familiar, Aura of Protection adds a Paladin's Charisma modifier to their saving throws and the saving throws of any allies in range (10 foot at level 6-16, 30 foot 17+)
Just for note in 5e a roll of a natural 1 or 20 on an ability check or saving throw does not mean a critical failure or success. Those only count for attack rolls & death saves. If I remember correctly.
I love loot. The more the better. They would have to be throwing some serious amounts of loot at us before I would complain it is too much. Plus as long as each item is different I'm even more okay with it. But who doesn't love loot?
Oh I am well aware, that is why I said, just need to roll a 1 or higher, so guaranteed success on a Paladin with 16 CHA/CON+Con save prof. That is a nice thing to be able to do as a Paladin. Like if you wanna Branding Smite an Invisible enemy and hold that for a full minute! Paladin is my main class for playing D&D.