How to create a custom hit or miss spell array for your specific needs

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The hit or miss spell array is a popular topic in spellcasting circles. It refers to a type of spellcasting technique where a series of spells are cast in rapid succession, with the intention of either hitting or missing the target. This technique requires a high level of skill and concentration, as the spellcaster must be able to quickly assess the effectiveness of each spell and adjust their aim accordingly. The main idea behind the hit or miss spell array is to overwhelm the target with a barrage of spells, making it difficult for them to dodge or counteract each one. By casting multiple spells at once, the spellcaster increases their chances of successfully hitting the target with at least one spell, even if the other spells miss. This technique can be particularly effective against opponents who are skilled at evasive maneuvers or have strong defensive spells in place.

Hit or miss spell array

This technique can be particularly effective against opponents who are skilled at evasive maneuvers or have strong defensive spells in place. The sheer volume of spells being cast makes it difficult for the target to anticipate and counteract each one, increasing the likelihood of at least one spell connecting. However, the hit or miss spell array also carries a significant risk.

D&D 5E Theory Crafting fun: Max AC with Standard Array, without Feats, and without GM provided magic items?

It should be noted that the highest "To Hit" I can find in an official source is +19 meaning that any AC39 or higher requires a natural 20 to hit. That makes any AC40+ a useless effort. Once you hit AC34 it is actually better to try and get disadvantage since the likely hood of hit is about the same but the chance of getting a natural 20 is greatly reduced. Also, the highest official Monster armor class I can find is AC25 (Tiamat and the Tarrasque) which is considered to very high. So even matching AC25 should be considered an epic achievement and anything above that is pushing into over kill where you would actually be better off pushing for HP and damage. That said, on to the fun.

Standard Array: Str 15 | Dex 13 | Con 12 | Int 14 | Wiz 10 | Cha 8
Warforged: +2 Con, +1 Int, +1 AC Integrated Protection (You gain a +1 bonus to Armor Class)
Adjusted stats Str 16 | Dex 13 | Con 14 | Int 14 | Wiz 10 | Cha 8
Fighter level 1 (Requires Str or Dex >12, Saving Throws: Constitution, Strength)
Proficiency heavy armor (plate AC18, requires Str >14) and Shields +2AC = AC20
Defensive Fighting Style +1AC
sub total: AC22
Artificer Battlesmith (or Artillerist) multi-class for 14 levels (character level 15, Requires Int >12)
Infuse Item lvl 2: Enhanced Defense +1 AC to non-magical Armor or Shield
level 3 Artillerist spell selection: Shield Spell +5AC
Infuse Item lvl 6: Repulsion Shield +1 AC to non-magical Shield
l
evel 9 Artificer Spell selection: Haste +2AC (concentration spell)
Infuse Item lvl 10: Enhanced Defense (enhancement) +1 AC to non-magical Armor or Shield
Infuse Item lvl 10: Replicate Magic Item - Cloak of Protection +1AC
Infuse Item lvl 14: Replicate Magic Item - Ring of Protection +1AC
Edit: Battlesmith's Warding Bond into Spell storing item given to with Tiny servant (lvl3 Artificer) +1AC
- You only take 1/2 damage but after the first 20 damage hit the Tiny servant dies and you then lose
the +1 to AC, saves, and resistance to damage for any additional attacks that round.
- This is repeatable by casting multiple Tiny servants (which the spell allows) and having them pick it up
when the one in front of the line dies. Chaining is limited to 10 due to Spell Storing item limitations.
- Credit to Coroc for ths cleaver addition.
>>>Static AC28 with character spell Buffs AC35

Ally Bonus Shield of Faith +2 (concentration spell) can't add it and Haste by yourself, however you could craft potions of speed which doesn't use your concentration and multi-class Forge or Knowledge Cleric for shield of faith for +2. but that seems a little out of scope because your GM has to let you make potions of speed which are very rare quality making room for debate if that qualifies as a "GM provided magic item". On top of that, The amount of crafting time makes this unreliable. Though I do allow for plate armor because while not every GM has allowed me to craft very rare potions, I have always been able to buy the standard non-magic weapons and armor without any restrictions given this is a level 15 character and opportunities they could have had on the way to achieve this even if it was pulling it off the body of a dead enemy.

[[[ Edit: added for discussion points
Potion of Speed (non-concentration haste) and Magic initiate Cleric: Shield of Faith for net +2AC
3/4 Cover +5AC
Attacker's Disadvantage effective +5AC (your unseen, dodging which an artillerist can do while using there bonus action to fire their turret, etc. does not change there max roll requirement but after AC39 it does mean they would have to roll 2 natural 20s to hit instead of 1)
>>>Static AC28 with character spell Buffs AC47

Considering the fighter multi-class only adds +2 (one for plate 18 over half plate + 2 dex with an ASI for AC17) The artificer really has AC nailed down. Even with a second 1 level dip in cleric shield of faith and haste from a speed potion really there is not much more you can grab without the GM handing you an Ioun stone of protection and +3 armor/shield. Then your looking at static AC31 and buffed of AC40 but I have never seen a +3 piece of gear in an actual game or a GM that was okay with a multi-class split of more than two for the cleric pick up.

Anyone have better build? Something to add that I missed?

[[Edit 2: The Artificer Armorer UA dropped, which is the same build but has proficiency with heavy armor so it doesn't need fighter at all, It gets a mechanic that lets it gain temporary hit points equal to your level in the class as a bonus action every turn, and it still has shield spell as a sub-class feature. Its effectivily -2AC but gets to put 3 infusions on the same set of armor as well as increasing max infusions by 2 so its just more flexible all around, which is pretty awesome if it releases officially like this.]]

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic--using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.
Hit or miss spell array

If the spellcaster is not careful, they may inadvertently hit unintended targets or exhaust their own magical reserves. It requires careful planning and precise execution to ensure that each spell is cast with the correct intention and direction. Overall, the hit or miss spell array is a powerful technique that can be highly effective in combat situations. It requires a skilled and experienced spellcaster to properly execute, but when done correctly, it can overwhelm opponents and secure victory..

Reviews for "Exploring alternative methods to a hit or miss spell array"

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Understanding the energetic flow in a hit or miss spell array

Keeping your hit or miss spell array secure and protected

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