jojosskul
2020-10-21, 09:04 AM
I'm currently playing an Artillerest, and we just leveled to 4. I originally took a 17 in Int with the intention of taking Observant at 4 to round it out, but then our DM decided that the 2020 Feats UA was on the table.
Our last encounter was a fairly harrowing one with hags, so I decided to take Fey Touched since it also fits with my characters story arc. Extra casting and spells known on a half caster are AWESOME, but I've run into a bit of a conundrum.
I want my first level Enchantment or Divination spell from the feat to be Hag themed, and have narrowed things down to either Bane or Hex.
Hex, of course, is a potentially huge damage boost, especially when I gain Scorching Ray at level 5. It also works with my cannons. My issue is, when I first cast Hex and when I move Hex I'm not firing my cannon that turn. Then whatever I'm shooting seems like they'd have to survive for a few rounds to make that extra d6 per cannon shot worth it, and then I have to move the Hex again.
Bane is much simpler, it takes an action to cast so I'm not giving up anything more than what I'm giving up when I decided to cast Faerie Fire, or another control spell, instead of a damage spell or cantrip. My bonus action stays free to still give me some damage that turn.
Which do you think I should choose? Hex seems like it could give some great Nova rounds combined with Scorching Ray, but then if I have no cannon at the start of battle my ENTIRE first round of combat is always spent on prep, and moving the Hex is also a concern. I guess my main question is what damage bonus, if any given missed cannon opportunites, would Hex give me? Is the damage mitigation and lowered saves for multiple targets from Bane more worth it for this build?
Thanks in advance!
Our last encounter was a fairly harrowing one with hags, so I decided to take Fey Touched since it also fits with my characters story arc. Extra casting and spells known on a half caster are AWESOME, but I've run into a bit of a conundrum.
I want my first level Enchantment or Divination spell from the feat to be Hag themed, and have narrowed things down to either Bane or Hex.
Hex, of course, is a potentially huge damage boost, especially when I gain Scorching Ray at level 5. It also works with my cannons. My issue is, when I first cast Hex and when I move Hex I'm not firing my cannon that turn. Then whatever I'm shooting seems like they'd have to survive for a few rounds to make that extra d6 per cannon shot worth it, and then I have to move the Hex again.
Bane is much simpler, it takes an action to cast so I'm not giving up anything more than what I'm giving up when I decided to cast Faerie Fire, or another control spell, instead of a damage spell or cantrip. My bonus action stays free to still give me some damage that turn.
Which do you think I should choose? Hex seems like it could give some great Nova rounds combined with Scorching Ray, but then if I have no cannon at the start of battle my ENTIRE first round of combat is always spent on prep, and moving the Hex is also a concern. I guess my main question is what damage bonus, if any given missed cannon opportunites, would Hex give me? Is the damage mitigation and lowered saves for multiple targets from Bane more worth it for this build?
Thanks in advance!