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Sorcerer lets them use meta magic to quicken the blasts so they can do 2 per turn)
With mods it ends up being valor bard 6 + warlock 2 and 4 rogue thief because valor bard with the 2024PHB version of the class gets the ability to replace one attack each turn with a cantrip once they have extra attack.
Meaning they can get sharpshooter, an off hand + main hand crossbow and shoot, then bonus action shoot (each for 1d6+10) then blast someone for 1d10+4 for each of 3 beams every turn at late game before gear is factored in.
As for specific gear/build.
Hex is a must have as it adds +1d6 per hit and late game you are hitting 3x per cantrip.
Hexing someone's saving throw is also extremely good as it can set them up for another caster.
There is a ring at the monestary that lets you add your stat modifier to damage done with spells.
There is also a hat there that gives you a stack of arcane acuity whenever you hit with a spell,
The staff in the arcane tower that gives the user bless and causes bless to give all attacks an additional +d4 to the attack roll (+2d4 on spell attacks) is also insanely good even into late game.
Other then that I cant really think of much off the top of my head as I have been playing more of a melee gish build recently.
they probably got confused and meant to say the necklace
Ya sorry my bad, the one I was thinking of adds it to physical attacks for a couple turns after you do a spell.
There is a ring that does apply reverberation when you hit with a spell though.
Depending on what gear you do get though the reverberation can kind of be a build in itself as it lowers saves on the target and can do some other things with other pieces of gear (is a piece that can do a knockdown if they reach enough stacks if I remember right)
that's the one yeah
In actual pencil and paper D&D, you MIGHT hex dex to try to neutralize an enemy's acrobatics or stealth but it isn't likely to come up.
Hexing to give disadvantage on saving throws just isn't a thing, since the spell doesn't and has never affected saves (and no, picking constitution doesn't work either, because concentration rolls are constitution SAVES)
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Far as making an EB warlock stronger, its all in the items. You can't multiclass too much, or you won't get 3 beams. That gives you possibly 2 levels of multiclassing...
-> a level 2 bard dip gets you a short rest spell reset
-> 2 levels of fighter and a full respec (fighter level first to get armor etc) gets you armor, shield, self heal, action surge, fighting style, and similar but lesser benefits from ranger/paladin dips. Ranger dip can replace hex with mark...
-> you can try something with sorc metamagic but so little so few uses...
of those resetting spells with bard or fighter are my top ideas.
Try to master boom boom monk.
Wrong, you can multi class, EB scales with player level, not class level! Level 2 Warlock is all you need if EB is the only thing you care about.
No, hex doesn't give disadvantage on saving throws as someone else already explained.
@OP
But yeah, if you want to max it: Potent Robe, Charisma 24, Sorcerer with Quicken Spell, one of the 2 Staves with Lightning Charges.
Then you could for example reduce Spell Crit for example with one Bow (just equip, don't use it, kt works passively on spells, too) and Spell Sniper (you don't have to choose EB, it works with all on hit spells). And if you want to play hide & seek the there is even more stuff to decrease it further.
Then there is that ring that adds some radiant damage if enemy is lit up another one that gives the enemy a orb that lights it up.
Also you could play around with other Procs like Revarbation.
Ignoring gear, and just thinking ideas... I would probably try to find nastier things to keep knocking them back into with EB so they take repeated damage from that. Not sure what the best large aoe to throw things into would be... cloud of daggers is great but its a small target. Hmm.
That and getting extra goes with EB, whether that is haste or action surge or something else.