Unhittable up front wasting enemy attacks. If the group lacks a tank or generally strong front line they might love having your Mr. Shadowblade is generally is more conducive to interesting and dynamic action than a passive "enemies get disadvantage against you" of Blur.Īlso, so far as Blur goes, you have to keep in mind the group dynamics. It also upcasts nicely to third level, and should you choose to take the Rogue Arcane Trickster you will likely spend a level or two with 3rd level slots but no 3rd level spells. It turns your sneak attacks into the rarely resisted psychic damage and ensures you still have a weapon, and a magic weapon at that, that one time when the whole group has to bust out of prison without their gear. Shadowblade is also a throwable weapon resummoned by a bonus action, making it a way to sneak attack when you can't quite get to the enemy or don't want to. Even if your table is not allowing Shadowblade with Booming Blade, an easy source of advantage is a must have for any Rogue's toolkit, and if your table also rules that Booming Blade is loud their may be situations where you can't use that anyway. Shadowblade is a bonus action to cast and gives you a weapon that is basically made for sneak attacking anytime dim light or darkness can be found, which have never been in short supply in any of my campaigns (unless someone else had an item or spell that created bright light as part of their standard operating procedure). Unless your table tends to have prebuffing rounds right before combat the action economy really doesn't work for "oh just you wait until round 3 when I finally start fighting". I don't even know how it is a competition when you already have a Mirror Image and they both cost an action. In short, SB's main advantage over Hex is the advantage you get in dim light and that it scales better with higher level slots.īoth Hex and SB require additional attacks to be really good.įor me it's Shadowblade every time on any character that intends to do melee. Then each round after, attack, and ready an off-turn attack for 2d8+4d6+2dex damage (31). At BS 5/Rogue 3 (3 more levels), you can haste+attack (1d8+2d6+dex) round 1. Using an action to make yourself harder to hit is almost always a losing game, unless you can somehow force your foes to burn their actions attacking you, and you want that to happen, and your allies in turn have great offence to make up for you not contributing.Īlso, Haste is coming in another 2 BS levels. Otherwise, the best status condition is dead, and the best defence is having no foes alive to attack you. Then the cost of the action is mitigated, as your primary utility is soaking attacks by foes. Shadow blade is an offensive, concentration, minute-long +1d8 damage and advantage in dim light.īlur is solid if you can get yourself into a position to "tank". Shadowblade would give me a better option for those creatures.īlur would give me another good disadvantage spell to use against enemies PEG does not work for.īlur is defensive, concentration, minute-long dodge action. Likely I would fall back on other cantrips if I needed magic to hit. Faced with a creature I need magic to hit I would lose my weapon and SA damage. I will also note that have a silver rapier but no magic weapons. If I get shadow blade now it is 2d8+1d6SA+1d8BB or 3d8+1d6 only 1 DPR more than I could get running hex instead at the cost of a 2nd level slot. If I add Hex I can add a d6 to that (2d6+2d8). My base is 1d8 Rapier+1d6SA+1d8Booming Blade. When I look at shadowblade I am not sure it stacks up that great. As far as concentration spells, the character also has Hex through a feat.Īt 4th level wizard I am going to take mirror image (because it is not concentration) and either blur or shadowblade On a straight bladesinger this would be a no-brainer blur is the call.īut I am playing level 3 bladesinger, level 2 Rogue.
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