pyrflie

joined 1 year ago
[–] pyrflie@lemmy.world 4 points 1 year ago

Either. If you hit the enemy it effects the ground they are standing on as well but you can also target the ground so long as the spell doesn't specify creature(like Sacred Flame).

[–] pyrflie@lemmy.world 3 points 1 year ago (1 children)

But, but ... the loot.

[–] pyrflie@lemmy.world 6 points 1 year ago

Sanctuary has had a pretty big buff from the Table Top, from "Wis Save to Attack Target" to "Can't Attack Target". It's so good in fact it has a permanent preperation slot on Shadowheart alongside Command, Guiding Bolt, and Healing Word.

[–] pyrflie@lemmy.world 7 points 1 year ago (3 children)

Not really an environmental thing but Hunger of Hadar(1/2 Movement & DOT) + Plant Growth (1/4 Movement) is basically a death trap covering a massive area for anything without Freedom of Movement.

Just be careful of candles otherwise your Plant Growth will turn into a massive fire ground hazard rather than Difficult Terrain.

[–] pyrflie@lemmy.world 8 points 1 year ago* (last edited 1 year ago) (7 children)

MC: GOO Bladelock 6/Paladin 6 - You need a frontliner and that comp noticeably doesn't have one.

Shadowheart: Light or Tempest Cleric 11/Druid 1 - Druid lvl adds a ton of spells, Shillelagh, and only delays progression by one lvl. Polymorph the defining spell that made Trickery domain was pretty severely nerfed in game so you will want to change her subclass.

Gale: Conjuration Wizard 12 - Wizards are great and Benign Transportation is super handy.

Astarion: Thief Rogue 3/Swords Bard 7 - Sharpshooter Duel-wield Hand-crossbows. It's a Machinegun. Plus you end up with a ton skills and Expertise.

[–] pyrflie@lemmy.world 7 points 1 year ago (1 children)

This is typically handled by flairs on game specific subreddits pretty handily. I think they are supported on Feddiverse.

[–] pyrflie@lemmy.world 3 points 1 year ago* (last edited 1 year ago)

I swap party members in and out a lot, mostly for story reasons, but here is how I built them:

  • MC: Ancients Paladin 7/Swords Bard 5 - Polearm Master, Sentinel - Lockdown Tank/Support
  • Karlach: Wolf Wildheart Barbarian 8/Thief Rogue 4 - Great Weapon Master, Tavern Brawler - Heavy Weapon Beatdown, Advantage Generator, Skill Monkey - MVP build
  • Astarion: Thief Rogue 3/Swords Bard 7 - Sharpshooter - Skill Monkey, Machinegun - MVP build
  • Gale: Conjuration Wizard 12 - Utility, Control, Haste-bot
  • Lae'zel: Eldritch Knight Fighter 11/Rogue 1 - Tavern Brawler, Sentinel - Gith Dragoon - MVP build
  • Shadowheart: Light Cleric 11/Druid 1 - Blaster, Support
  • Wyll: Fiend Warlock 6/Vengence Paladin 6 - SMITE
  • Halsin: Moon Druid 10/Monk 2 - Wildshape Tank
  • Jaheira: Land Druid 12 - Blaster, Control
  • Minsc: Gloomstalker Ranger 4/Bear Wildheart Barbarian 8 - Tavern Brawler - Improvised Weapons Control Tank
[–] pyrflie@lemmy.world 19 points 1 year ago* (last edited 1 year ago)

Yes, but if you want the full Bhaalspawn experience you will want to start with the Dark Urge origin.

I won't say any more than that to avoid spoilers.

[–] pyrflie@lemmy.world 4 points 1 year ago (2 children)

Solasta is probably the closest for a 5e based system.

Solid UI for all of 5e's base actions with popup menus for items and spells. It also has significantly better navigation for vertical movement/aim.

18
The Gith Dragoon (lemmy.world)
submitted 1 year ago* (last edited 1 year ago) by pyrflie@lemmy.world to c/baldurs_gate_3@lemmy.world
 

The Gith Dragoon build draws from the lore of Githyanki Dragon Riders and how they would likely use thrown weapons from that vantage to fight effectively without dismounting. It also pulls on the class fantasy of a similar class from the Final Fantasy series.

Origin: Gith Custom, Lae'zel

17Str 10Dex 14Con 8Int 16Wis 8Cha

Background: Outlander

Athletics*, Perception*, Survival, Insight

Party Role: Frontline, Lookout

  1. Fighter - Defense,Mage Hand(Gith)
  2. Fighter
  3. Fighter - Eldritch Knight - Blade Ward, Truestrike, Shield, Thunderwave, Find Familiar, Jump(Gith)
  4. Fighter - Tavern Brawler - Magic Missile, Longstrider(Thunderwave)
  5. Fighter - Misty Step(Gith)
  6. Fighter - +2 Str
  7. Fighter - Thunderwave
  8. Fighter - Sentinel - Enlarge/Reduce, Blur(Thunderwave)
  9. Rogue - Athletics*, Perception*, Animal Handling, Medicine
  10. Fighter
  11. Fighter - Thunderwave
  12. Fighter - Darkness, See Invisibility(Thunderwave)

Important Items:

  • Weapons: Returning Pike, Nyrulna
  • Hands: Gloves of Uninhibited Kushigo
  • Ring: Ring of Flinging
  • Heavy Armor: Chainmail at the start from Damon and upgraded as you go along. Don't sell the Chainmail after upgrading as it still work incredibly well as a thrown weapon.
  • Potions: Elixir of the Colossus, Elixir of Bloodlust, Potion of Speed

This is not a Solo run build. You will want a party Face at a minimum, a Haste caster would be nice too.

A standard first round for a Dragoon is to move to near the enemies but not in threatened range, then Throwing something at the enemies until they run out of actions. The bonus action is open so it may be used for Jumping or Potions/Poisons as needed. Subsequent rounds will likely include Throwing/Shoving enemies that have closed with you.

Defense Fighting Style since none of the others apply to Thrown Weapons. The Dragoon will always be wearing armor and extra AC is always nice.

Eldritch Knight for the Shield spell and Weapon Bond. This is the point where the build pretty much stops taking damage as long as it has spell slots thanks to Shield. Arcane Weapon Bond is pretty much required to make the build work outside of a few enchanted items as it allows you to recall your bonded weapon as free action.

Tavern Brawler is what breaks this build. +1 to Str rounding it up, but this also give you proficiency in and lets you apply your Str bonus to Attack and Damage rolls twice to Unarmed, Thrown, and Improvised Weapons. This means at lvl 4 you get +10 to thrown attacks and +8 to thrown damage.

Thrown Weapons work with Extra Attack and Improved Extra Attack.

+2 Str ASI after Tavern Brawler is effectively a +2 to Attack and Damage.

Sentinel for Advantage on Opportunity Attacks and to lock down enemies nearby for throwing.

Rogue lvl for Athletics Expertise. This is the point from which you will be able to Throw most enemies. This is pretty good since it effectively lets you either kill an enemy outright by tossing them off a stage or attack two enemies at once by tossing them into each other.

Eldritch Knight is limited to Abjuration and Evocation for most of their spell selections, but they get to select a few from any school. Also When you swap a spell out the new spell learned isn’t restricted to those two schools. That’s why the build takes and swaps Thunderwave so many times to gain access to the useful Transmutation and Illusion spells.

[–] pyrflie@lemmy.world 8 points 1 year ago

It's certainly a niche ability, but it does effectively function as a Dash action + bonus action Attack with a +5 bonus to the damage roll and an unlimited # of uses. For races with reduced mobility this is almost the equivalent of gaining Cunning Action Dash with a feat. It can be about as good as the +2 ASI on certain builds.

The bigger issue is that it's competing with feats like GWM, Sharpshooter, and Tavern Brawler. So it just isn't worth picking up until much later in the game and only on builds with at least 3 feat selections.

[–] pyrflie@lemmy.world 4 points 1 year ago

Unfortunately the non-Lethal toggle doesn't work for spells or secondary damage sources like the corrosive ring.

[–] pyrflie@lemmy.world 2 points 1 year ago

The fight is doable. A Control Wizard/Sorc, Repelling Blast Warlock, or Tavern Brawler Barbarian/Stronk/Fighter/Druid make pretty short work of it by tossing all but 4 (Nere, Thrinn, the Merchant, and the Archer on the high ground) into the lava or off the stage.

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