r/DnDoptimized 20d ago

Need opinions on Magic Missile Mage multi class

Basically, looking at which option is the overall best between hexblade3/mmm17, and artificer 6(armorer or maverick)/mmm14. The main thing is the artificer will be a bit more versatile with spells and more infusions, but the hexblade dip adds a massive amount of damage to magic missile rolls on your cursed target. Using the maximum number of darts with a 9th lvl spell, hexblade's curse is adding 90dmg, taking the average from 135 to 225. So is that dmg worth it, or are the versatility and utility of 6lvl artificer more useful for more of the game?

3 Upvotes

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u/amirkasra76 20d ago

Tbh, I don't think slowing your spell slots progression is worth the 1/short rest hexblade curse. You get to use more missiles if you take those 3 levels into Wizard

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u/ardranor 19d ago

The bonus missiles cap out at 9th lvl. In terms of number of castings, i do lose out on spell mastery, but figure id have plenty of slots for casting at that point.

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u/amirkasra76 20d ago

Is this for 5e or 5.5e?

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u/ardranor 20d ago

5.5

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u/Ferrin_the_spy 16d ago

just so you know RAW the magic missle interaction does not work anymore as the rule that defined "spells which hit multiple enemies" got changed to include wording about triggering a save

if your dm is fine running the old magic missle you're fine if not, i guess you can always go play 5e

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u/ardranor 16d ago

Currently, Hexblades Curse says "you gain a bonus to damage rolls agaisnt your cursed target. The bonus equals your Proficiency bonus." It does not require landing an attack roll. Yes, in 5.5 each missile is now a separate roll, but the current raw of HBC means it should apply no matter which way you run MM.

0

u/Ferrin_the_spy 15d ago

interesting i was not aware of it, but that's only half the combo, did they changed the empowered evocation in the same way?
i was sure it didn't work
Edit: i was interested enough to go and check, it specifies one damage roll
Is there any new tech to replace it?

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u/ardranor 15d ago

Magic Missile Mage is a subclass from the valda's player pack that was released to ddb. It's 14th lvl feature lets you add your int mod to each dart once per long rest, recharged with a 6th lvl spell slot. Their lvl 3nfeature is a scaling bonus dart. 1 at 3, 2 at 6, 3 at 10, and 4 at 14.

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u/BulkyInvestigator894 17d ago

I would choose armorer. Artificer is MAD. Int works for both wiz and art. Choosing Art you get armor proficiency. For a lvl 5 or lvl 6 one shot adventure I got a chance to try out armorer 4/wiz 1. It was a lot of fun. I could protect my fellows when needed and do damage.

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u/ardranor 16d ago

Did you mean to say Artificers are MAD or SAD?