Talk:Shadow Ninja (5e Optimized Character Build)

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Have you considered taking a few monk levels before the 2 warlock ones? I could be missing something but it seems like the warlock abilities are a bit dependent on the monk abilities for effectiveness, while the reverse perhaps isn't so true? For example hex is waaaaay more useful if you're attacking more than once as a monk. Devil's sight also feels like it'd be dependent on chance until you get to way of the Shadow.

-hsteveh

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I do beleive you have misunderstood how 5e multiclassing works if you want 20 levels of fighter you need level 1-20 not just 12 and 20!!!!

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First things first: believe*

I do believe you have misunderstood how reading works, as it's levels 12 - 20 meaning 12 to 20, I have no idea where you got only levels 12 and 20 from 12-20. When you achieved these characters levels you put the class level here. Seriously, think before you try to correct someone.

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Does it say which patron to go with? -Personally, I'd go with the Fiend. Command and Burning Hands are both great spells, even better if you've Hex-ed the saving throw in a previous round, and the Dark One's blessing gives you temp HP depending on how high your Cha mod is. The other options just aren't as tempting. ---

Some feats that are extremely handy are War Caster, so they don't break your concentration while you're trying to maintain Hex, Darkness, and Silence. If it turns out that YOU are the party Rogue, consider taking Skilled and Dungeon Delver so you can pick locks, see secret doors, see/disarm traps, and Investigate. If it turns out that YOU have the highest Charisma, consider the Warlock's Eldritch Invocation Beguiling Influence, the feats Linguist/Observant, combined with the Swashbuckler Panache feature, especially if you combine it with a Hex on their Wisdom, if they're not already hostile. If you're going with the Swashbuckler Rogue Archetype, then I highly recommend Fiend, and you don't REALLY need Mobile. If you have a high Intelligence, heavily consider going with the Mystic build and the Rogue Archetype Assassin. If your DM allows the Critical Role Tal'Dorei Setting, consider combining the Vestiges Whisper and/or Fenthris with Skulker and Sharpshooter. I highly recommend Mage-Slayer and Sentinel if you snag Cabal's Ruin. Other choice picks are the Titanstone Knuckles, Kiss of the Changebringer, and the Circlet of Barbed Vision. You can also pick up the cantrip Lightning Lure, to drag enemies into your Darkness and Silence spells, or into range of your party's spells, such as Moonbeam and Cloud of Daggers. Some optional feats include Spelldriver and Dual-focused, if you want to cast two spells in the same turn, just as long as you cast Silence last!--BarGamer (talk) 05:35, 2 December 2017 (MST)

Unfortunately, a common mistake is to assume that Hex affects saving throws; it only affects ability checks. Unfortunately, Concentration "checks" are not one of them; it is a Constitution Saving Throw. I have editted my previous comment above to reflect this. Therefore, unless a key feature of your build involves Hexing their Stealth, Intimidation, Arcana, Perception, or Insight for Panache, I don't see how Hex/two levels of Warlock compares to a level in Mystic and a level in Monk or Rogue, especially at level 8, when the Mystic build gains Shadowstep, pretty much relegating Hex and Eldritch Blast/Lightning Lure to the dust bin.--BarGamer (talk) 01:18, 27 January 2018 (MST)

After fiddling around with the Mystic, I think that for the purposes of this build, the best Order choice is Nomad. Nomadic Chameleon and Nomadic Step are just too good to pass up. By all means, take Mastery of Light/Darkness at char-gen, but a group Invisibility and better/more teleports? For the Talent, I like Mind Meld, and let me tell you why. Before combat, establish the Mind Meld with a party member, ideally a Warlock with the Devil Sight Eldritch Invocation and Hex. Group Stealth as close as you can, while focused on Nomadic Chameleon so you get advantage on Stealth. Through Mind Meld, ask your Warlock friend to cast Hex (Wisdom) on whoever looks like they might have a good Perception, and use 2 Ki to cast Silence. (Obviously, skip this step if you're not level 3 Monk yet.) Even better if their Wisdom is Hexed, they won't notice where all the sound went, when on the following turn, you switch Psionic Focus to Mastery of Light/Darkness and cast Darkness with same. Your chosen opponents are now Silenced AND Blinded, and are likely panicking all to hell. Proceed to the surprise round of combat.--BarGamer (talk) 02:01, 1 February 2018 (MST)

Playing in a party[edit]

Been playing with the Rogue variant for a while, and a common complaint is that Darkness only benefits me, and puts my entire party at a disadvantage, especially at low levels, unless I go out of my way to go deep into the enemy backline, and take out the enemy casters by myself, while the rest of my party tangles with their frontline. Another drawback is that Darkness is not very mobile.

To all this, I offer a potential solution: A third level of Warlock, to get Pact of the Chain/the familiar. Obviously, the only feasible choice is the Imp familiar, who has Devil's Sight as well, Shapechanged into the Raven for the most Flight movement speed. At the beginning of combat, cast Darkness on a pebble/trinket that you are holding, then pass it off to your familiar, who flies into combat with it. Fly above the frontline enemy heads', into the caster backline. If necessary, have the familiar do the Disengage and/or Dodge Actions.

Thoughts?--BarGamer (talk) 00:18, 27 March 2018 (MDT)

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