Are Throwing Builds Viable in D&D 5e?
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- Опубликовано: 11 сен 2024
- In this video, we'll take a look at the benefits and negatives of throwing builds in D&D 5e and find out if they're actually viable.
What do you think about the throwing builds in 5e? Put your thoughts in the comment section below, and please LIKE, share and subscribe.
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Do you think throwing builds are viable in 5e?
Throwing builds are a lot of fun, I do think that the battlesmith makes for the best option the infusion enhanced weapon, than returning weapon on a spear at lvl 2 you are already online with your concept and you are doing a d8 at range, 3rd level you essentially gain a buff to how you are fighting being able to use your intelligence to attack and getting extra attack at lvl 5 lvl 9 getting arcane jolt and lvl 10 the enhanced weapon gets an extra plus 1 . This in my opinion is the strongest way to go and then yes you can use a feat for thrown weapon fighting at lvl 10 with this feat and the two previous mentioned infusions you get a plus 5 to hit and a plus 3 to damage, not a bad way to go , and I didn't even mention that you're going to have a better armor class than most who would specialize in throwing weapons and the steel defender for an extra bit of damage on your turn as well. Sorry for such a long comment but, yes I do think throwing weapons is viable
@@glitchking666 This is actually how I play my Battle Smiths! I love being able to skirmish effectively. The infusions, Arcane Jolt, solid bonus action etc. are all great for this. The fact that you can go even further with Dueling and Thrown styles for damage whilst having top-shelf AC is icing on the cake.
And don't apologise, long comments show you care and have something to say, it encourages discussion and hopefully sparks something in other readers.
@@DorkForge odd question do you use autognome when you play battlesmiths to take advantage of the heal from the steel defender being able to affect Constructs . You can also use the steel defender as a mount or cover . If you want you can even forgo using the defender for attacks to use the branding smite and you should also keep an extra spear or javelin on you, for conjure barrage giving you a pretty decent aoe
@@glitchking666 I've done it in a one shot, but I often end up V. Human on a Battle Smith just because I really like having Healer on a BS, it's a bunch of fun.
Autognome has a lot of synergy though and is a great option for a Battle Smith.
@@DorkForge I can understand using variant human for the free feat , especially if you are going after two or more feats for your build. And yes healer kit with healer feat is great especially if you only have one healer in the party, got to keep them from staying down
I do like the battle master quick toss with a net. If you have sharpshooter you have up to 15 feet with no disadvantage.
The designers have said that does not work sadly. Homebrew it in though because it is amazing
*picks up cannonball*
No change up, no curveball. Nothing but straight GAS
So, my DM was cool and let me create a mechanical device which would give my fighter darts without having to draw them. I had proficiency in the tinkerers tools for some reason, and that was my justification. I used this as an optional ranged weapon when I couldn't get into melee with my glaive. Eventually, I made explosive darts which was very fun having darts do 1d8 damage in a 5ft radius.
That sounds like a blast!
Another Con is all a target needs to do is go prone and you are at disadvantage to hit them at range.
A good mention, though this is a Con of ranged attacking in general. Throwing builds can mitigate this by naturally being able to melee competently, though I think enemies proning is more a DM-style thing. Still valid to consider!
Then the party's great weapon fighter or barbarian just smashes them.
If the DM prones his enemies for the 20ft throwing handaxe but not for the 120ft longbow, your DM is either trying to ruin your fun, or forgets that you have a melee weapon and can just run up to them to hit them with advantage
wish you've added a part where you look at different thrown weapons for the build
darts are an insanely good choice. with an artificer giving a dart returning shot, you can push everything into your damage and hit stats, you can get an 80 range 3 hit per turn +14 to hit (with no magic items)
darts are both ranged and thrown, meaning ranged feats buff it to no end
I didn't go too much into that kind of thing because this video is intended as a prelude to a throwing series, with different weapons/approaches to be covered.
Follow up videos have unfortunately been delated by work, the holiday season, and some ill health!
Unfortunately, in 5e, any weapon using build that doesn't include Sharpshooter or Great Weapon Master in going to fall behind in damage. I don't think this makes thrown weapons suboptimal, automatically. But it does mean that you cannot optimize around your weapon damage.
So what's the distinction?
Well, a spell caster that focuses on controlling or buffs is highly motivated to NOT do enough damage to attract the attention of the bad guys, and also wants to stay at range. I think this makes casters the prime option for thrown weapons.
eldritch knight alchemist build. the mad juggler. clown who throws things. returning weapon, bonded weapons(2). and using the 6lvl for eldritch knight use a cantrip a flavor item like a acid vail or flame bomb.
I love my battle master with nets!!!! (My dm doesn’t-every hit means no action for the bad guy!)
My dm just lets me throw random things like mauls at opponents. (Rune knights size increase on a Goliath is justification)