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Rogue Lvl 3 with the subclass of Thief gets the extra bonus action.
hmmm yes and no you depends on your Smite to do that burst and you only got so much, past 3 turn you wont have any smite left and can only do auto attacks. which will be about what ... 60 damage a round ? a bit more with crit.
wizard or sorcerer has very special spells later which includes stuff you can only learn from unique scrolls like "artistry of war" which is 12d6+6 or ... 64-144, and that spell has no save, it's the ultimate of magic missile pretty much, and it's only lvl 5 spell. and it's stronger than some of the level 6. ones.
and that is without counting huge things the wizard can have ... namely
1- a staff that makes that whenever he kills something next necromancy spell cost no spell slot.. so you can just snowball enemies with your highest necro spell like Circle of death (8d6 necro with huge AoE) or dethrone (10d6+20 necro single target)
2- if you specialized as a necromancer you also can get the full menagerie. AS IN
- 1 Mummy (lvl 6 spell) 96hp (maybe 2 not sure if the item is a separate instance of the spell)
- any elemental myrmidon (lvl6 spell) - you just summon this one first, then refresh your spell slot with the unique amulet(spellcrux), then you go kill something > next necro spell is free > summon mummy. and you still have your 6th spell slot available to cast at will after a kill. 146hp and my favourite, the water one, actually has a gigantic healing aoe.
- 2 flying ghouls : 44 hp, same as ghouls they can paralyze, but they can fly.
- 6 walking ghouls: 44hp
so we are talking about 10 pets
now do a little trick, group a cleric 12 and a druid 12, cast upcast Aid lvl6 and feast of hero, give them all +45hp plus wisdom advantage and fear immunity.
we are now talking a combined hp pool for minion of 626hp, with your water elemental able to heal absolutely every pet + your team members for a whole 2d8 so with 10 pets + 4 party member, is about 28-112hp/turn
and thanks to your necro buffs, they do hit more often, they had about 55-60% hit chance on the last fight of the game, now you just need someone in your team able to apply hex (so anyone else with 1lvl of warlock really) and pick Con disadvantage.
now all your necromancer spell have Advantage (the staff) and creature has disadvantaged on Con roll, so all your spell should land, and your 8 ghouls will definitely land paralysis left and right.
and yes you can paralyze bosses, in fact i killed all 3 major bosses while they were paralyzed, with 8 monster around them spamming crits.
so trust me ... if you count all your summons, a wizard per turn outputs way way more than any martial class, and contributes to a win rate in battle in ways no martial class can even dream off.
applying paralysis = auto 100% hit AND crit for all melee attacks. that alone is broken, so
when you have 8 different rolls PER turn ... i just chuckle.
8 ghouls is literally a total of 24d6+24 (if they hit)
ice myrmidon is 3*3d6 (aoe) if you do not need to heal
mummy is 5d6 or 10d6 (if target is afraid)
then you have you, and you can do anywhere between 3d8 with cantrip boneshill to 10d6+20 depending when you proc your staff on a kill, but say you use Death Touch (which is a melee attack) and you use it on a paralyzed unit by your ghoul, not only will you mostly likely kill that creature with a crit but take a raw heal of the damage dealt, and you can cast the next spell as a level 6 for free.
and you want the best part ? if you pick a SINGLE level of barbarian, use mage armor, and use the unique amulet giving you 23 CON
you can roll around with
10 +2 (robes)
+3 mage armor
+3 Shield
+6 from Con to AC bonus
+4 from dex (dex gloves)
= 28AC
And optionally.
+1 with balduran helm (which also heals 2hp/turn)
+1 from cape
+1 from boot
so 31AC. and if really something manages to hit you, you can cast shield as reaction for +5AC ... so 36. at this point find me a class with a single dip able to have that much AC.
are you really sure that martial are that superior ? my necromancer would largely disagree.
and if you want an ultimate undead army, just pick class that also can summon undead (several classes do get access to it) and equip a mobile tank with the circlet of bones giving all undead allies in 6m resitance to all physical damage. or make a life cleric your "tank" and use the stuff that gives +2heal and give bladeward to anyone you heal, and just use word heal area once in a while wen things get heated so everyone and their mom is warded, then do a stupid ward link chain your necromancer < Cleric with full plate which you also ward to a second cleric with also some heavy gear (ideally persistance heavy plate on that one to get perma bladeward+ resitance since he is last in chain). since no one should touch your main necro, second and third cleric wont take much damage either and they can be healed by their respective water myrmidon anyways.
here you go. myrkul would be proud
one last massive advantage this build has, you can be everywhere at once, engaging almost everyone on the battlefield with 1-2 ghouls that all have 90hp+ and just use a misty step or anything to get close to that now paralyzed creature, get yourself a bloodlust elixir + speed potion, and kill that poor soul with a vampiric touch, get 1 action back, cast next necro without slot cost, then move to cast whatever you feel like as your 3rd action.
yeah my bad ranger 7 and rogue 3.
doesnt change anything for the ranger part since it gets no special feature at 8 not does it get spells.
but yeah you need rogue 3 for extra bonus action. thanks for correcting me.
tell me its also an half orc
A one that embraced the illithid powers as well haha
you can only do 1 sneak attack per turn, no matter how many action points you have, sorry to disappoint. which is a reason why rogue sucks, you only pick it to get either thief (2 bonus action instead of one) if you dual wield or Asssassin (refresh action/bonus action point and gives 100% crit chance if you successfully surprise an enemy), the sneak attack is pretty useless in that department as opposed to getting more attack or other perks from other classes.
Always have been.
It just isn't a realistic or logical system.
"Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action." https://www.dndbeyond.com/spells/haste