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  1. #1

    Warlock Eldritch Blast rules check...(help)

    Just want to verify / validate.

    Level 5 Lock + Spell Sniper (2x Range)

    Invocations:
    - Agonizing Blast (plus Charisma to damage)
    - Eldritch Spear (300ft range)
    - Repelling Blast (blast back 10 ft)

    Yields the following at level 6:

    Range 600 feet
    Two Bolts:
    - Damage 1d10 each.
    - Knockback 10 feet each.

    Assuming:
    - Clear visibility to target (no full cover)
    - The target has a move of 30
    - The target is running flat out (60) to close to melee.
    - The lock hits every single attack (nearly impossible)
    - Average damage is dealt and no critical hits. (6)

    This means:
    - The target is slowed from a 60 foot dash to a 40 foot dash
    - It takes the target 15 rounds to close (600/40)
    - 180 hp of damage would be pummeled into the target.

    I think I'm in love

  2. #2
    PS - At level 11 it gets worse... 3 blasts

    - Target is slowed from 60 to 30
    - It takes the target 20 rounds to reach melee
    - 360 hp of damage

  3. #3
    Zacchaeus's Avatar
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    Yes, sounds right. As you say idea conditions and enemy at maximum range all of which is unlikely; but still pretty nifty.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  4. #4
    Quote Originally Posted by Gix View Post
    Just want to verify / validate.

    Level 5 Lock + Spell Sniper (2x Range)

    Invocations:
    - Agonizing Blast (plus Charisma to damage)
    - Eldritch Spear (300ft range)
    - Repelling Blast (blast back 10 ft)

    Yields the following at level 6:

    Range 600 feet
    Two Bolts:
    - Damage 1d10 each.
    - Knockback 10 feet each.

    Assuming:
    - Clear visibility to target (no full cover)
    - The target has a move of 30
    - The target is running flat out (60) to close to melee.
    - The lock hits every single attack (nearly impossible)
    - Average damage is dealt and no critical hits. (6)

    This means:
    - The target is slowed from a 60 foot dash to a 40 foot dash
    - It takes the target 15 rounds to close (600/40)
    - 180 hp of damage would be pummeled into the target.

    I think I'm in love
    Unless the lock has a 10 charisma you forgot his bonus damage.

  5. #5
    Yes!

    So 300 damage

    And at level 11
    600!!!
    Last edited by Gix; May 27th, 2018 at 21:32.

  6. #6
    Trenloe's Avatar
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    Colorado, USA
    Posts
    33,362
    Like Zacchaeus said, this is under ideal situations - single creature, starting at 600 feet away, 15 rounds (which is a long time for an encounter), hitting on every single attack. You would also imagine that any even vaguely intelligent creature would change their tactics after a couple of blasts and not just charge headlong towards the warlock.

    Anyway, interesting... it would also be interesting to do similar comparisons for how much damage other classes could deal at 6th level to a single creature over 15 rounds (or 10 rounds if the target isn’t slowed).
    Last edited by Trenloe; May 28th, 2018 at 06:05.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  7. #7
    Of course the best use case it to put your targets along a cliff and blast them off it...

  8. #8
    You can do similar things with knockdown arrows and a sharpshooter character. All sorts of fun to be had

    Get two characters with knockdown arrows and then the fun really starts at 600ft. One shoots normally, the other takes readied actions to make attack actions when the target gets up

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