Citan
2016-01-25, 11:00 AM
Hi all!
I've wondering for some time how to build a "pure fire" damage dealer.
So far my best build, using only Handbook and EE companions was this:
Draconic Sorcerer 6: obviously for CHA on fire damage.
Wizard 14: to get all nice Fire related spells AND INT on damage and Maximum damage and use Elemental Bane occasionally.
And Elemental Adept feat (thanks Dalebert for pointing this miss).
You obviously don't get access to the highest damage dealer spells, you you get (with good stats) +10 to your fire cantrips and spells, with metamagic to help.
A melee variant was making a classic Paladin build using Elemental Weapon to boost his damage with CHA from Sorcerer (if only it's legit, which I think so by RAW but maybe not by RAI).
But now, considering all the new options (especially GFB from SCA and Undying Warlock) I was wondering if, for "mundane" fire damage, the best wouldn't be this:
Undying Warlock 2 (+CHA to Fire and Radiant damage spells)
Draconic Sorcerer 6 (+CHA to Fire damage spells)
Devotion Paladin 3 (+CHA to hit, searing smite spell, Fighting Style, weapon proficiencies)
Arcane Cleric 9 (+WIS to cleric cantrip including GreenFlameBlade from wizard, all nice spells from Cleric such as Spirit Guardians, Flame Strike, Raise Dead).
GWM feat.
Pretty nasty MAD mix I agree, but if you analyze...
Cast your Oath (+CHA to hit) + Divine Favor (+1d4 radiant) on a dead turn. IF all the following works (which may be far-stretched, no doubt on it, waiting for opinions about RAW, RAI, RoCool and Rules as Balanced...), with GFB at highest level...
You hit an enemy for:
* weapon (1d10)
* +10 (GWM feat)
* +1d4 + CHA (Divine Favor being radiant >> CHA Warlock damage ?)
* +WIS (GFB as Cleric cantrip)
* + 2d8 (GFB extra fire damage) +CHA (Warlock on fire) + CHA (Sorcerer on fire).
For an average of 5,5+ 10 + 2,5 + 5 + 5 + (4,5*2) + 5 + 5 = 46.
Or you could just cast Spirit Guardians and inflict Radiant damage + CHA every turn (again, is it legit?).
Build also synergizes with Guiding Bolt, Fireball, Scorching Ray, Flame Strike and Searing Smite, making you balanced and efficient at dealing damage and healing (Raise Dead).
An alternative would be dropping Arcane Cleric altogether to up Warlock up to 7 (Elemental Bane), Paladin up to 9 (Elemental Weapon), going Evocation Wizard 10 (Absorb Elements, Elemental Bane and +INT to evocation spell etc but requires INT) or Bard 10 (any combination of aforementioned spells).
The idea then being to maintain either Elemental Weapon (for a weapon-oriented with Extra Attack) or Elemental Bane (for caster).
Still, for Elemental Weapon, it again depends on how you rule the class bonus interaction. Doesn't work? Works once? Works every hit?
So, does it work? For any of these ideas to work, it requires allowing that...
1. Spells like Spirit Guardians, Divine Favor, Elemental Weapon, Elemental Bane etc (aka spells that deal indirect damage) are compatible with features such as Draconic Elemental Affinity or Undying Warlock 1 (+ CHA damage on spell damage of a specific type).
2. AND that the feature activates on each instance of the damage (for Divine Favor, Elemental Weapon and such) and not only the first hit after the cast.
What do you think would be RAW/RAI?
What would you houserule in your games?
Personally, I'd tend to allow it at least for the first build even if it's against the twitter rulings for Divine Favor, considering how hard the player would work to make it, and how much he disregards: he's basically an "empowered half-caster", although he does get smiting when needed and a few nice spells.
For the Elemental Bane alternative, everything should work (except I would not consider that Elemental Bane gets added damage "on itself", because it's kind of a "indirect on indirect" damage -and it would just be too powerful). But it's really subjective.
Thanks for your comments. ;)
I've wondering for some time how to build a "pure fire" damage dealer.
So far my best build, using only Handbook and EE companions was this:
Draconic Sorcerer 6: obviously for CHA on fire damage.
Wizard 14: to get all nice Fire related spells AND INT on damage and Maximum damage and use Elemental Bane occasionally.
And Elemental Adept feat (thanks Dalebert for pointing this miss).
You obviously don't get access to the highest damage dealer spells, you you get (with good stats) +10 to your fire cantrips and spells, with metamagic to help.
A melee variant was making a classic Paladin build using Elemental Weapon to boost his damage with CHA from Sorcerer (if only it's legit, which I think so by RAW but maybe not by RAI).
But now, considering all the new options (especially GFB from SCA and Undying Warlock) I was wondering if, for "mundane" fire damage, the best wouldn't be this:
Undying Warlock 2 (+CHA to Fire and Radiant damage spells)
Draconic Sorcerer 6 (+CHA to Fire damage spells)
Devotion Paladin 3 (+CHA to hit, searing smite spell, Fighting Style, weapon proficiencies)
Arcane Cleric 9 (+WIS to cleric cantrip including GreenFlameBlade from wizard, all nice spells from Cleric such as Spirit Guardians, Flame Strike, Raise Dead).
GWM feat.
Pretty nasty MAD mix I agree, but if you analyze...
Cast your Oath (+CHA to hit) + Divine Favor (+1d4 radiant) on a dead turn. IF all the following works (which may be far-stretched, no doubt on it, waiting for opinions about RAW, RAI, RoCool and Rules as Balanced...), with GFB at highest level...
You hit an enemy for:
* weapon (1d10)
* +10 (GWM feat)
* +1d4 + CHA (Divine Favor being radiant >> CHA Warlock damage ?)
* +WIS (GFB as Cleric cantrip)
* + 2d8 (GFB extra fire damage) +CHA (Warlock on fire) + CHA (Sorcerer on fire).
For an average of 5,5+ 10 + 2,5 + 5 + 5 + (4,5*2) + 5 + 5 = 46.
Or you could just cast Spirit Guardians and inflict Radiant damage + CHA every turn (again, is it legit?).
Build also synergizes with Guiding Bolt, Fireball, Scorching Ray, Flame Strike and Searing Smite, making you balanced and efficient at dealing damage and healing (Raise Dead).
An alternative would be dropping Arcane Cleric altogether to up Warlock up to 7 (Elemental Bane), Paladin up to 9 (Elemental Weapon), going Evocation Wizard 10 (Absorb Elements, Elemental Bane and +INT to evocation spell etc but requires INT) or Bard 10 (any combination of aforementioned spells).
The idea then being to maintain either Elemental Weapon (for a weapon-oriented with Extra Attack) or Elemental Bane (for caster).
Still, for Elemental Weapon, it again depends on how you rule the class bonus interaction. Doesn't work? Works once? Works every hit?
So, does it work? For any of these ideas to work, it requires allowing that...
1. Spells like Spirit Guardians, Divine Favor, Elemental Weapon, Elemental Bane etc (aka spells that deal indirect damage) are compatible with features such as Draconic Elemental Affinity or Undying Warlock 1 (+ CHA damage on spell damage of a specific type).
2. AND that the feature activates on each instance of the damage (for Divine Favor, Elemental Weapon and such) and not only the first hit after the cast.
What do you think would be RAW/RAI?
What would you houserule in your games?
Personally, I'd tend to allow it at least for the first build even if it's against the twitter rulings for Divine Favor, considering how hard the player would work to make it, and how much he disregards: he's basically an "empowered half-caster", although he does get smiting when needed and a few nice spells.
For the Elemental Bane alternative, everything should work (except I would not consider that Elemental Bane gets added damage "on itself", because it's kind of a "indirect on indirect" damage -and it would just be too powerful). But it's really subjective.
Thanks for your comments. ;)