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Share screenshots to clarify what you mean.
It sounds to me you are mixing up attack rolls and spell DC.
A1. Every spell you cast indeed has the same spell DC, that the target has to roll an ability check against(spell description says which one), it is:
In the first screenshot, if you hover over the shield icon next to CHA your you can see how the DC is calculated. (15)
https://steamcommunity.com/sharedfiles/filedetails/?id=3140060558
A2. The chance to hit is different from spell DC, a few spells(like firebolt) use it instead, the bonus is:
A3. Yes.
A4. No.
You can also increase your DC and/or attack hit chance with spells with some items.
https://steamcommunity.com/sharedfiles/filedetails/?id=3140060598
Where do you find these numbers at?
All spells requiring a saving throw use Spell Saving DC(Press K to see). All attack spells use Spell Attack value + 1d20 as the attack roll.
Your primary ability score for a caster applies to all spells cast including scrolls unless you multiclass and then any scroll cast uses the last lvl 1 caster taken.
For non attack spells yes and yes.
Yes.
Only if you create a mixed up multiclass and use a lot of scrolls.
Firebolt uses Spell Attack or 1d20+Spell Attack for it's chance to hit.
Spell Save DC is equivalent to chance to hit but for spells that require a Saving Throw. So the DC is 8+Spell Saving DC.
Some times there are other things that get thrown in the mix like .. Favorable Beginnings.
Yeah it's the target that has to make an ability check vs the spell saving throw DC. :p
But ah yes you are right, you get an extra proficiency bonus if you are proficient in those saving throws... guess I will just add the saving throw roll for clarity. xD
And yeah that's what I was saying.. firebolt is just like a regular attack... perhaps i didn't word it clearly... I meant the chance to hit of the spell attack. xD
As for Q2: only by coincidence. DC spells are actually 15% less likely to land than attacks, all other things being equal. Add to that the fact it's a lot easier to get advantage on an attack than it is to force disadvantage on a save
* Why is Str 15, Con 17, Wis 19 NOT a good distribution of Ability points for Shadowheart?
* Why is the Shadowheart default Trickery subclass not good and should be changed ASAP?
* Why is Fire Bolt a useless spell for Shadowheart to cast?
* What is the difference between an Ability check and a Saving Throw?
* What should be the real source of party healing and what is a Cleric really good for?
* Why do you NOT want a Cleric to be the 'Face' and 'Voice' of the party?
These are the sorts of basic things that need to be found out in order to make Shadowheart a viable team member. There are even more to learn about. Here is a more advanced one:
* Why would it be good to spec: Dex 14, Wis 16, Con 16, Int 8, Cha 8, rest into Str.
Good Luck
- change her cantrip to produce flame. Its annoying, but it uses wisdom whereas firebolt uses int (racial wizard spell) and the stupid one (sacred flame) almost never hits at all. Firebolt is for blowing up kegs or burning something, not fighting.
trickery isn't all bad. her terrible stats are a big problem.
there are many ways to build her better. My favorite is monk 1, str and wis 16, tavern brawler feat, cleric levels in your favorite domain (light is probably the meta so she can nuke a bit harder). That monk 1 simply turns your bonus action into a hard hitting kick, and on really hard stuff, a couple of double punches can be used and later an amulet you find can refill her ki points to get a couple more double punches. But the kick + mace in the face are solid through act 2, and by then, youll mostly use spells anyway. Starting at level 5 your cantrips do double damage (2 dice instead of 1, not true double) and that equates to 2 weapon swings more or less.
as others said, bane and bless and all should be the same DC. If the spell is in your main actions (where your main hand attack lives), its from an item. If its there, it will not always be ideally suited to cast, sometimes using another stat like int or cha.
the above questions are good questions, but the answers and questions are not all the possibilities. For example you can answer that your main source of heals should be potions, but that may not be true in every act or every sleep cycle. It could also be special magic powers or short rests or even isolating and soloing mobs with the life sucking weapon.
I got it from here:
https://imgur.com/a/jWTgYer
here: https://imgur.com/a/jWTgYer
Here is an image from a fight I just picked to show the DC on Bane. The DC is what you see when you press K on your caster. My cleric is 18, which is low for act 3. Notice the Saving throw made by the target includes Bless because I just Blessed him before attacking to show what Bless does if your character has Bless.
https://imgur.com/a/Lm8O0rN
A lot like DOS 2 on my casters I pick weapons not because I use them but because of the buffs they provide. A good example would be Mourning Frost.
How did you get +3 Charisma modifier and aura of protection ? Instead of charisma modifier, shouldn't you get wisdom modifier if your a cleric ?