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Also you can get some stat bonuses as you play through the story, so keep your eye out for them.
Yes, it is worth it for a warlock to hit 20 Charisma.
That said, my Bladelock will be taking Moderately Armored at level 4, and for any warlock, that feat represents upwards of 5 or more AC, which is massive.
But the same applies for taking an additional feat...having 1 more feat is also better then not having it, but the game is still playable without it.
I put it down to a matter of preference, even though there probably are some min-maxers who have worked out all the maths etc and have a "perfect" solution for the question...but mathematical perfect doesn't always translate to most fun ;P
I also just wouldn't generalize, as it'll largely depend on class and build.
For a Barbarian, for example, I'd take Great Weapon Master at 4 and leave pumping strength for later. I might even go GWM -> PAM at 4/8 and not touch strength till 12. Those feats are just too good. Casters generally don't have that equivalent, and are more interested in ensuring that their spells land.
yes, it is very easy if you ignore taking feats.
Level 12 gives you 3 ability score improvements (4 if you're a Fighter), which add up to a total of 6 points (8 if you're a Fighter). So if you start the game with a 14 in your Charisma, you can still bump it up to 20 by the time you reach level 12.
If you start with a 16, you can bump it up to 20 by the time you're level 8.
it depends on what you want to do. we dont know what feats will be implemented, plus if you use mods you will gain access to even more feats to potentially choose.
also note you can get +2 charisma with any race, all races will be customized so that you can take 3 points and spread it however you want, up to +2 and +1 or +1+1+1.
so if you have a 15, gain 2 from racial, thats 17. thats a +3.
with your proficiency that means your spell attacks like eldritch blast are going to be at +5.
your spell save DC will be 13 which means you'll succeed on spells about 65% of the time.
If you take a feat at level 4 that lets you gain +1 to charisma, you can gain the benefits of that feat and round your charisma out to 18. at level 5 your proficiency goes up to +3 which means your spell DC becomes 15 and your spell attack becomes +7. Which is very solid.
So the question then becomes what do you do at level 8? You'd argue to set your charisma to 20, and then at level 9 your proficiency maxes out at +4. So with that build your spell save DC becomes 17 and your spell attack becomes +9.
This means your spells are going to be successful almost every time.
However. What if you didnt take +2 charisma at level 8? You'd have an 18, and at level 9 you still gain the proficiency upgrade. So you'd be looking at DC 16 and spell attack +8.
When you write it out like this, you can see theres almost no difference between charisma 18 and charisma 20. Its 1 point. and that 1 point is almost never going to matter, granted it will also apply to persuasion intimidation and deception checks.
We dont know exactly what feats are available. But we can all but guarantee theres going to be at least one feat you'd like to have more than a +1 to charisma rolls. But if theres no feat you want, nothing you like, then taking that charisma buff to 20 is certainly a fine option.
just know that you'll get another choice at level 12, either a feat, or +2 to an ability score. you cant take charisma to 22, so you'd have to pick another stat to buff by 2 points, or pick a feat.
Start with 15 in Charisma
Racial +2 bonus to Charisma = 17
Level 4 ASI for +2 Charisma = 19
Then get the last point through either of these in-game options:
Let Volo try to extract the parasite from your eye, destroying your eye and gaining +1 Charisma from the glass eye replacement
When raiding Auntie Ethel's hut, when she gets low on HP, you can trade the girl to her for her hag scalp, which gives +1 to any ability score