It also requires the Great Old One Parton so you can’t combo it with Frost Lance without a friendly DM. This is more situational as you really only want it for slowing someone from getting away or some niche situation. Grasp of Hadar: Once per turn, your Blast can move a target 10ft towards you on a hit.It’s still useful for kiting though, especially combined with Repelling Blast. Frost Lance: Your Blast now reduces speed by 10ft for a turn, however this does not stack so you can’t lock down someone.You still have to spend a spell slot but spamming Fireball is just plain great. Not much to say, this lets you cast Fireball as well as Blast so 20ft radius 8d6 damage that can only be halved by a dex save. Kiss of Mephistopheles: When you hit your target with your Blast, you can cast Fireball with a bonus action but centred on the target.With Unearthed Arcana you have even more Invocations to take. So this can help you kite someone and stop them from taking opportunity attacks against you and allies and generally manipulate the battlefield. Repelling Blast: Your Blasts can now push targets 10ft away from you on a hit and this can be applied by all of your Blasts so you can push them up to 40ft at level 17.Eldritch Spear: Your Blast now have a range of 300ft.And it is added to each of your Blasts, so it’s like you’re a fighter and you ignore the loading rule. So now you’re basically casting heavy crossbow. Agonizing Blast: Adds your charisma modifier to your Blasts.(Correction, many people think the disadvantage on an ability check counts for saves as well, but it is plenty clarified in many places, like Sageadvice!) When the target of hex dies, you can transfer it to another victim. The target of hex takes an extra 1d6 from your attacks, including each eldritch blast, and they have disadvantage on a ability check type of your choice. You get 2 at level 5, another at 11 and another at 17. Eldritch Blast: This is the core spell, it has 120ft range, deals 1d10 Force damage and when you get to higher levels you fire more shots instead of it dealing more damage So it multiplies the effect of buffs.But when you add in their spell boosts like Hex you don’t actually lose very much and you don’t get the aim penalty and it doesn’t require a feat. Since they are based on making multiple attacks with each action, you can think of them more like an archer that brings more crowd control in exchange for losing the Sharpshooter Feat. Dark vision, stealth and perception are all good.Įldritch Blasters share more in common with an Eldritch Knight than they do other mages. You can double your speed sometimes and climb 20ft which is great for kiting. Lightfoot Halfling: +1 to Charisma and lucky is great. Half-elf: +2 to Charisma is good and then darkvision, fey ancestry and 2 skills are useful. Human, Variant: Increase your Charisma and something else, then take a feat that gives charisma or a powerful feat like lucky. In general, you're looking for maximum Charisma, to increase you hit chance and damage and then whatever takes your fancy, being tough is always good. The Eldritch Blast Master is pretty simple, take the Eldritch Blast cantrip and buff it with Hex and Invocations. This guide will go over the most common, Eldritch blast Master, possible with only the players handbook. This means that even as a monoclass there are multiple options to optimize them with. Warlocks are some of the most customizable characters in all of DnD.
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