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2019-02-21, 07:15 PM (ISO 8601)
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- Jul 2018
[HELP] Level 14 Diviner + Mind Spike
I am looking to build a mechanically optimized (for the most part) level 14 diviner. I'd love to get help on picking a race. The likes of winged tiefling and yuan ti are banned.
Last edited by kenGarff; 2019-02-22 at 05:28 PM.
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2019-02-21, 08:23 PM (ISO 8601)
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- Jan 2019
Re: [HELP] Level 14 Diviner + Mind Spike
What are you optimizing for? Getting the best spell-slot-to-damage ratio? Getting the most out of mind spike, regardless of the fact you can get a lot more out of other spells even with the lower-spell-slot refund? Just being effective in general?
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2019-02-21, 08:27 PM (ISO 8601)
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- Jul 2018
Re: [HELP] Level 14 Diviner + Mind Spike
Not sure. I suspect this will have lots of combats simply because our DM informed us that we'll be in the middle of a war even though we are simply a party of messengers. I suppose in general. The last time I played a diviner, I practically never used any offensive spells. I don't even think I knew what mind spike was. Trying to see what the best diviner race(s) is.
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2019-02-21, 08:33 PM (ISO 8601)
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- Jul 2015
Re: [HELP] Level 14 Diviner + Mind Spike
Mind spike is never going to be a good option, it's just a bad spell. The only way to "optimize" it is to ensure you can get a spell slot back from using it as often as possible. But upcasting it is also a bit of a trap as you waste your 5th level slot.
Reality is relative, and there is an exception to every rule.
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2019-02-21, 08:36 PM (ISO 8601)
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- Jul 2018
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2019-02-21, 08:50 PM (ISO 8601)
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- Dec 2016
Re: [HELP] Level 14 Diviner + Mind Spike
For mind spike itself this thread had some good discussion as a starting point -- notably, it requiring concentration is a hefty price, but if you're more patient than the combat probably allows you can get some good damage.
http://www.giantitp.com/forums/showt...cialist-wizard
To shamelessly plug part of my own comment since it goes through maximum theoretical damage if you really stick to Mind Spike (for some reason):
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2019-02-21, 08:56 PM (ISO 8601)
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- Jan 2019
Re: [HELP] Level 14 Diviner + Mind Spike
Well, if we ignore the mind spike shenanigans...
Elven accuracy is probably not useful. The way I read it, portent completely replaces the need to roll, so it doesn't have any favorable synergy with advantage, much less elven accuracy advantage. You probably don't have any spell attack rolls that are super important to boost with elven accuracy, either.
Bountiful luck...is something, but I wouldn't say it has anything that would work better with portent. If someone on your team absolutely needs to succeed on something, you'll give them your portent roll, lest they fail with a roll of 2 instead of 1, and preventing you from giving your luck rerolled into portent.
Variant human is usually not a bad choice for any build. Being able to pick up resilient con or warcaster can make a huge difference when you're locking something down with a spell you used a portent on. By level 14 though, you could potentially use an ASI to have gotten it.
Gnomes and their gnome cunning could be insanely good if that war of yours has enemy casters.Last edited by Frozenstep; 2019-02-22 at 06:46 PM.
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2019-02-21, 09:27 PM (ISO 8601)
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- Jul 2015
Re: [HELP] Level 14 Diviner + Mind Spike
Reality is relative, and there is an exception to every rule.
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2019-02-21, 09:57 PM (ISO 8601)
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- Jul 2017
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2019-02-21, 10:19 PM (ISO 8601)
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- Nov 2016
Re: [HELP] Level 14 Diviner + Mind Spike
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2019-02-21, 10:49 PM (ISO 8601)
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- Jul 2018
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2019-02-21, 10:53 PM (ISO 8601)
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- Dec 2016
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2019-02-21, 11:43 PM (ISO 8601)
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- Jul 2018
Re: [HELP] Level 14 Diviner + Mind Spike
Dang. I guess Gnome is looking a lot stronger than high elf or human variant for a wizard. Thanks everyone.
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2019-02-21, 11:45 PM (ISO 8601)
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- Jan 2019
Re: [HELP] Level 14 Diviner + Mind Spike
Just to make it clear and to repeat a point made by PhantomSoul, I would not suggest going into combat with the plan of doing mind spike for 5 turns in a row. If you have that much time to concentrate on dealing damage, using 5 actions to turn a 6th level spell slot into 25d8 (112.5) physic damage, you could probably cast animate objects at 6th level and turn 1 action and 5 bonus actions into 60d4+240 (390) bludgeoning damage, and if combat is still going and you haven't lost concentration, proceed to do that same amount again with 5 more bonus actions and no extra spell slots.
Of course, mind spike is a saving throw for half, while animate object is a whole bunch of +8 attempts to hit (fairly accurate) so they can miss. Animated objects can crit, can gain advantage from many situations (especially since they have blindsight...even invisible creatures don't bother them), and with animate objects you still have your action to cantrip/cast other spells/dodge. Also note they can make attacks of opportunity, potentially doubling their damage.
Just laying it out just incase somehow mind spike still looks like this uber-efficient option that extracts a lot of damage from each spell slot compared to other options. It has its place as a single-turn relatively cheap option when you have little else to concentrate on, but personally I don't think I'd ever willingly use a 5th level spell slot or above on a mind spike.Last edited by Frozenstep; 2019-02-21 at 11:47 PM.
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2019-02-22, 12:43 AM (ISO 8601)
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- Jul 2015
Re: [HELP] Level 14 Diviner + Mind Spike
It's terrible, it requires concentration, so it can't combine with your most potent spells, it does 3d8 damage to one target, and applies a condition that's extremely situational in use.
It makes you always aware of where a creature is, it cannot be hidden from you, and you ignore invisibility. However, that does not stop you from being effectively blinded through any number of methods, like full cover, darkness, or fog. And it only applies this effect to you, not your party.
In comparison, Shatter could deal 3d8 damage in an AoE without concentration. Let alone the 3, 4, 5, or 6th level spell slots people talk about using for this spell.Last edited by Blood of Gaea; 2019-02-22 at 12:46 AM.
Reality is relative, and there is an exception to every rule.
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2019-02-22, 02:10 PM (ISO 8601)
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- Aug 2018
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- Between SEA and PDX.
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Re: [HELP] Level 14 Diviner + Mind Spike
To be fair, as a DM, I'd just rule those things as "You always perceive where this character is", meaning it'd ignore things like blindness, 1/2 or 3/4 cover, heavily obscured, or anything else that impacts your ability to see them. Almost like you have blindsense/tremorsense for detecting specifically them. It doesn't have to explicitly read that way, but that's what makes the most sense.
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The proper use of the Expert Divination feature is actually about casting Divination spells out of combat so you can scout without losing resources. The real strategy is something like:
- True Seeing
- Rary's Telepathic Bond
- Arcane Eye
- See Invisibility
- Longstrider/Shield/Jump/Absorb Elements/Whatever level 1 spell
All in 30 seconds with a single spell slot.
Or I guess you could spam Mind Spike against a single target for subpar damage and hope the boss actually cares.
If it were me, I'd just tell my DM what level 1 spell slot I'm buffing an ally with and tell him the standard spell combo I'm using before we enter a dungeon.
Me-"Hey, boss. Before we enter, I'm casting False Life and I'm doing the thing".
DM-"Ugh. Fine. You do your perfect Eye of Sauron impersonation." (I SEE YOU)Last edited by Man_Over_Game; 2019-02-22 at 02:18 PM.
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!
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2019-02-22, 02:23 PM (ISO 8601)
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- Jul 2018
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- California's Hat
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Re: [HELP] Level 14 Diviner + Mind Spike
As a wizard if you are trying to deliver a message just cast sending and if you fear your getting jumped up ahead just use an arcane eye traveling a 100 some yards ahead
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2019-02-22, 05:22 PM (ISO 8601)
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- Jul 2018
Re: [HELP] Level 14 Diviner + Mind Spike
I think the best diviner race, mechanically, would be gnome (deep most likely) for their stats and their gnome cunning racial feature. High Elf/Eladrin get, for the most part, fey ancestry but I am not sure if that can be considered better than gnome's gnome cunning. As for variant human, by level 14...PCs should probably have 20 in INT and a feat while variant human would have 20 in INT and two feats but would be lacking dark vision and gnome cunning/fey ancestry like features. Sorry. Just wanted to chime in since people weren't discussing your question regarding the choice of race. So I just thought I could give my opinions on it.
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2019-02-22, 08:32 PM (ISO 8601)
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- Jul 2015
Re: [HELP] Level 14 Diviner + Mind Spike
Reality is relative, and there is an exception to every rule.
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2019-02-22, 08:53 PM (ISO 8601)
- Join Date
- Jul 2005
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- Vancouver, BC, Canada
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2019-02-22, 09:31 PM (ISO 8601)
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- Jul 2015
Re: [HELP] Level 14 Diviner + Mind Spike
Reality is relative, and there is an exception to every rule.
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2019-02-22, 11:07 PM (ISO 8601)
- Join Date
- Feb 2019
Re: [HELP] Level 14 Diviner + Mind Spike
this is interesting to point out
But when it comes down to the 5 turn mind spike
Witch bolt as 6th level is 6d12 a turn
But the first attack has to hit
Which portent could help with
30d12 over 5 turns no save to 1/2 if first attack hits
In the end
Mind spike would be fun I think but would fall behind dice wise
The 25d8 (not sure if remembering right.) And a first level spell slot could come in handy compared to 30d12
Especially since
If the combat ends turn 3
You still have the recycled slots.
I've been interested in seeing someone do mind spike thing and everytimenthis concept comes up makes me think of Dr.Strange and his face full of needles
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2019-02-23, 12:05 AM (ISO 8601)
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- Jan 2019
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2019-02-23, 12:19 AM (ISO 8601)
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- Feb 2019
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2019-02-23, 01:02 AM (ISO 8601)
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- Jul 2018
Re: [HELP] Level 14 Diviner + Mind Spike
If you're ok with Ravnica stuff...Vedalken looks VERY strong. The WIS+1 seems "useless" the lack of DarkVision is concerning. But the Vedalken Dispassion is an upgraded Gnome Cunning and Tireless Precision sounds great. Much of what Vedalken Dispassion covers is covered by Gnome cunning since much of it is magic but still. What are your thoughts on gnome (deep especially) vs Vedalken?
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2019-02-23, 01:16 AM (ISO 8601)
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- Jul 2005
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- Vancouver, BC, Canada
Re: [HELP] Level 14 Diviner + Mind Spike
Well it is a wizard. I think that 14 int and 14 dex are not going to break the character concept (dex is good for AC and for initiative, which spellcasters like to win), and the bonus to con ain't bad either. I mean for rolled stats, you are likely to get two fair-to-good stats anyhow.
So a 27 point buy would be 9 points to int (15), 7 points to dex (14), 5 to con (13 becomes 15), 4 to wis (12 ain't bad), 0 to str (10 - wearing breastplate or half-plate is likely not a problem), 0 to chr (8). One of the ASI can improve Int and Con to 16. If you care more about con, you can leave wis at 8 and move con to 17. Then the ASI takes int to 16 and con to 18.
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2019-02-23, 01:20 AM (ISO 8601)
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- Jul 2018
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2019-02-23, 12:09 PM (ISO 8601)
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- Jul 2018
Re: [HELP] Level 14 Diviner + Mind Spike
Yeah! It looks great. I typically don’t hear much about vedalken. It’s probably due to it being new. I personally think it’s slightly mechanically better than any gnome except for abjurer and illusion.