![]() ![]() Next round we get more damage though, as our normal action is free to attack. ![]() Without double sneak attack: x 0.938 = 61.908 damage + Hidden + Haste & Shield of Faith activated (damage with sharpshooter: 71.288)With double sneak attack: x 0.938 = 88.172 damage + Haste & Shield of Faith Activated (damage with sharpshooter: 106.932 damage) If there was an enemy within 30ft of our target we could do 3d6 + 3d6 (21) more with Wails from the Dead and Tokens of the Departed Your familiar is a threat since the guy is constantly casting Shatter, and enemies dont see you so:ĥ) When someone at melee tries to attack your familiar Sentinel will trigger and you can deal sneak attack damage againĪnalisis of DPR this round: (enemy AC: 19, our +to hit is +13 with advantage so 93.8% of hitting)Without double sneak attack: x 0.938 = 42.21 damage + Hidden + Haste & Shield of Faith activated (damage with sharpshooter: 51.59)With double sneak attack: x 0.938 = 68.474 damage + Haste & Shield of Faith Activated (damage with sharpshooter: 87.234) Familiar casts Shield of Faith on you using Spellwrought Tattoo.Familiar replicates the effects of Shatter by using your Spell Storing Item for another 3d8 (13.5).Bonus Action to Hide in front of the face of your enemy using your Cunning Action feature.Attack at melee range using your Lightning Launcher from your chest with advantage (Pack Tactics) for 2d6+5+2+5d6 = 31.5.Breastplate + Shield on one hand and Rapier on the otherone.Give your familiar your Spell Storing Item with Shatter in it.Replicate Magic Item: Spellwrought Tattoo (1st lvl) to get Find Familiar and to give said familiar the Shield of Faith spell.Infusions: Enhanced Defense, Enhanced Attack, Helm of Awareness, Gloves of Thievery/Winged Boots, Cloak of Protection, spellwrought tattoo.You have plenty of roleplay value by being a monster race, an artificer that by default are very unique, doing hombrew inventions if discussed with the DM + Phantom rogue lets you have any tool proficiency you need after a long rest! Sleight of Hand = 1d20 + 2 + 12 = 24.5 averageif using Enhance Ability + Gloves of Thievery + Flash of Genius you can get to 45 average Out of combat:Stealth = + 2 + 12 = 27.82 averagewith Guidance (+1d4) and Flash of Genius you can get to 35.33 average + You have Evasion and Flash of Genius to deal with Half damage Saves like Fireball Stats:8 STR14 DEX (proficient)13 CON (14)17 INT (20) (proficient)10 WIS12 CHAĪSIs (in order): (+INT, +CON) (Sentinel) (+INT, +INT) (Sharp Shooter)ġ03 HP but 24 AC with the combo below you get 28 AC with access to shield so you can get up to 33 AC if you wanted to. Rogues hopefully have sneak attack to deal with that, so to optimize it we only need to deal sneak attack consistently every round, you can deal sneak attack once per turn so dealing it in your turn and in another creature's turn will be the goal here.Ĭlass: Artificer Armorer 11 / Rogue Phantom 9 (order: 3 rogue, 11 artificer, 6 rogue) Race: Kobold (CYO to change the +2 DEX to a +2 INT) Background: Strixhaven Quandrix (Guidance, Mage Hand, Shield spell) The infiltrator model of the Artificer Armorer constantly gives you advantage on stealth, sum that with expertise in stealth, sleight of hand, perception and deception and cunning action and you have yourself an amazing spy! But you also need to be worth your weight in combat. ![]()
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