Undying Sentinel: You shouldn’t need thisįrequently, but it’s a great fallback in case of a lucky crit or a big,.Only situationally useful unless you have allies who don’t care about , especially with the recent move towards monsters having spell-like actions Minority of enemies that you’ll face in most games It’s no worse than Turn Undead or something similar, but withoutĪnother good way to use Channel Divinity it’s rough to have such aįrom spells will prevent a huge amount of damage, but spellcasters are a Ensnaring Strike’sīiggest weakness compared to Nature’s Wrath is that it requiresĬoncentration, but even that isn’t enough to make Nature’s Wrath goodĭesign. Hitting with attacks is your go-to move in combat. Sure, you need to hit with an attack to apply Ensnaring Strike, but Spell level, while Nature’s Wrath will never improve in any way. Nature’s Wrath takes an Action, whileĮnsnaring Strike takes your Bonus Action and waits for you to Ensnaring Strike does damage every turn, and Nature’s Wrathĭoesn’t do damage at all. Typically be worse than saves because you don’t get to add a Proficiencyīonus). Save each turn for free, while Ensnaring Strike requires them to spend anĪction to make a Strength check to escape (ability checks will Nature’s Wrath allows the target to repeat the Nature’s Wrath allows the target to chooseĮither Strength or Dexterity for its save, while Ensnaring Strike forces Talk to your DM about using the Harness Divine PowerĮnsnaring Strike but worse. Channel Divinity: Neither option will beĬonsistently useful.Useful divination, especially in unfamiliar areas, but Tree Stride isĮxtremely situational and totally useless if you’re not in a forest or Stone Skin is an extremely good buff, but the 100gp componentĬost can add up quickly so you don’t want to cast it constantly. Misty Step to the BBEG andĮffective area control, and Protection From Energy is a fantastic andįrustrating combination of not enough damage and too little areaĬontrol. Mobility issues, including pits, chasms, difficult terrain, walls ofįire and other nasty materials, enemies, etc. Misty Step is a fantastic option and solves a lot of Justify the spell slot (Grapple them, for instance), and even then it’s better left toįull spellcasters. Use unless you can restrain a creature inside its effect long enough to Go-to use for a spell slot for your whole career. The damage scales linearly with spell level so it remains an excellent Proficient in Strength Saves will have trouble escaping. It’s a Strength Check (not a Save), so even creatures To switch targets or go help an ally, spend your bonus action and anĪttack to ensnare the target, then let them bleed out a bit while you’re Situationally useful and becomes less useful as you gain levels, butĮnsnaring Strike is a great option for a bunch of reasons. On the list are bad, but you generally get one viable option from each pair Portions of the materials used are property of Wizards of the Coast. RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games. We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew.
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