![]() ![]() ![]() With an archer rogue, I can almost always be using Stealth, which means I'm attacking with advantage, and then using a bonus action to go back into Stealth if I need to. Rogue: I've had much better luck with archery than with melee. The paladins are mostly defensive (bonus to saves, some bonuses to AC), but are helpful as well.Īlso, see the spell stuff with Wizards below. A quick look suggests that Battle Cleric starts giving adjacent allies +1 to hit, to AC, and to saves at 6th level. Nice!"įinally, once you get higher in level, some of the subclasses for Cleric and Paladin give nice little auras to allies. And because it's a roll, it lets me feel useful as a player. Having a minute's worth of 1d8+Wis Force damage, which almost nothing is resistant to, as a bonus action, is really helpful. ![]() I have seen online that I am absolutely in the minority here, because it doesn't do huge damage, but honestly, I don't need it to do huge damage. The extra 1d4 means that I only miss on truly terrible rolls.įor clerics in particular, I also find that once I hit 3rd level, Spiritual Weapon is a good choice. But any fight that might go more than two rounds? Bless is a must. Like, okay, two guards who are there for flavor, maybe not then. I try to build my characters to have the best possible chance to hit every turn, at least in some capacity.Ĭleric and Paladin: I cast Bless in every non-speedbump battle. I'm also sure that others know more than I do. I am not an expert, but I've played enough D&D to not stink, and enough Solasta to get through stuff reasonably well. If folks are having trouble with the fights and are finding them swingy, I have a few notes. ![]()
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