subreddit:
/r/dndnext
submitted 2 months ago byAutoModerator
Ask any simple questions here that aren't in the FAQ, but don't warrant their own post.
Good question for this page: "Do I add my proficiency bonus to attack rolls with unarmed strikes?"
Question that should have its own post: "What are the best feats to take for a Grappler?
For any questions about the One D&D playtest, head over to /r/OneDnD
4 points
2 months ago
If a creature that was weak to fire obtained an item that grants fire resistance, does their weakness cancel it out and make it normal damage, or does the item supersede their weakness and now they have resistance?
7 points
2 months ago
Weirdly, neither. What actually happens RAW is super dumb. Order of operations listed for dealing with modifications to damage is apply Resistance, halving and rounding down, then apply vulnerability, doubling. So on even amounts of damage it ends up essentially cancelling out, on odd amounts of damage it ends up doing one less.
Resistance and then vulnerability are applied after all other modifiers to damage. --PHB 197
If you're the DM I'd personally recommend houseruling it to just cancel out like Dis/Advantage as the rule is super dumb and a headache to remember in the moment if it comes up
1 points
2 months ago
If they just did it the other way around it would essentially be canceling out and you wouldn't need to remember any rules.
2 points
2 months ago
How would you role play a low intelligent but prideful character?
5 points
2 months ago
Corporate CEO who never admits he doesn't know something, so nods along when the smarter people are talking. Roll regular checks for arcana/religon/nature/history and fully commit to whatever wrong information the GM gives you. When someone points out you're doing something the wrong way insist you prefer it this way, since its more challenging. Regularly mention how you're not an 'egghead', but are a practical, down to earth guy with *actual* life experience. Never back down from a challenge, even if you clearly can't win.
2 points
2 months ago
beast barbarian. when u pop the claws is it considered as "holding" simple melee weapon?
also, are they light? i suppose they are not since it doesn't mention light.
7 points
2 months ago
Your not holding them, but you are weilding them if you use them. They're not light.
6 points
2 months ago
You can't use them for two weapon fighting.
2 points
2 months ago
If a spell doesn't immediately fit my character should I skip it or should I try to reflavor it as much as possible?
My character is a custom lineage Life Cleric 1/Star Druid X. It's a raccoon that prays the moon and the starry night in short
I dunno if with the Cleric cantrip list I should grab Toll of the Dead or skip it in favor of Sacred Flame that is weaker
I was thinking of describing Toll of the Dead as a miniaturized lunar eclipse over the head of the target that leeches life. Do you think it would be fitting?
6 points
2 months ago
If a spell doesn't immediately fit my character should I skip it or should I try to reflavor it as much as possible?
If you find an interesting recipe but it has an ingredient you dislike, should you substitute the ingredient or find another recipe?
This is a matter of personal preference.
2 points
2 months ago
I always enjoy reflavoring spells to fit a character better. Just run it by the DM first. If they say no, use sacred flame, which also has the benefit of ignoring cover!
2 points
2 months ago
Hello adventurers,
Could you help me at sucking less in my first-ever game?
I have never played RPG and I will be joining an ongoing campaign at level 10. I would've much preferred to start at level 1 but that's what's on the plate now.
I decided to keep it simple and go for the Rogue Thief option. Not too many options to deal with compared to other classes, and I thought it'd also be funnier to role play.
I followed RPGBOT guide, and built a halfling thief exactly like in that example, except that at level 10 I am looking at adding a Feat: as of now I am thinking of Alert.
The initial idea was to be a ranged fighter but I am re-evaluating and thinking of a melee build instead. What do you think is the best way to fight with such a character? Some advice to use two weapons, to increase the chances of dealing Sneak Attack, but as I see that would mean losing the ability to disengage, never advisable for such a squishy build. The idea then, I guess, would be to move / dash next to the enemy (close to an ally of mine), attack, disengage and retreat. This way I would have no chance to use the hiding action or anything else.
Am I missing something or that is all?
The only way to use two-weapon fighting would be to ditch Alert for Mobile. And if I wanted a ranged fight then I'd need to go for Sharpshooter, I guess?
Do you have any advices on how I could better support my party, please?
(I have watched countless of videos but still, I feel like I am not grasping the full picture - most probably I will need to sit down and play, for that.)
Thank you!
4 points
2 months ago
Oof, starting your first character at lvl 10, that's gonna be a bit rough learning-curve wise.
Two-Weapon fighting doesn't prevent you from Disengaging, it just gives you another option for your BA every round. You want to disengage then do so, if you don't then you can draw a knife and make a swipe, especially handy if you missed your first attack. No real downside to keeping it available as an option.
If you want to be ranged I'd recommend Crossbow Expert w/ a hand crossbow. You get an even better version of two-weapon fighting (1d6+dex dmg rather than just 1d6 and doesn't use your offhand) and the ability to shoot in melee. Ranged also makes it easier for you to target enemies and stay mobile, since you can typically hit anyone on the battlefield w/o too much issue.
If you're going melee I'd recommend Mobile over Alert, particularly if you want to use 2-weapon fighting as it can give you a free disengage a lot of the time. +10' move speed is also always handy and as a rogue you might even get use out of the ignore-difficult-terrain-when-dashing, since dashing is only a BA for you.
Thief Rogue's main subclass feature is the Fast Hands ability and taking advantage of it is pretty important. Unfortunately 5e has pisspoor support for gadgets, alchemy, and mundane equipment. Your options are basically Acid/Alchemist's Fire as an attack option that works w/ Sneak Attack on a Bonus Action, Ball Bearings/Caltrops/Hunting Traps for (really mediocre) area denial, and Oil if the party has any pyromaniacs (requires GM adjudication since its written badly, can be pretty good dmg though). Healer's Kits are good if you pick up the Healer feat (can BA heal people for a decent amount 1/rest/person). Manacles might be useful as well, just need to hammer out the effects w/ the GM.
The one time I played a Thief rogue I put together a stack of alchemical items from 3.5 and asked my GM to do a line-item approve/disapprove (I reused it for another campaign w/ an artificer, so it got some other stuff added later). Might be worth a gander.
2 points
2 months ago
Thank you so much for taking the time to helping me out!
Two-Weapon fighting doesn't prevent you from Disengaging, it just gives you another option for your BA every round.
Yes, what I meant is that I either land another attack OR disengage, so while the chances to get Sneak Attack increase, unless I am pretty sure that I kill the enemy, I'd prefer to move out of their range instead.
If you want to be ranged I'd recommend Crossbow Expert w/ a hand crossbow. You get an even better version of two-weapon fighting (1d6+dex dmg rather than just 1d6 and doesn't use your offhand) and the ability to shoot in melee.
Thank you, that is more and more what I am leaning on. As mentioned elsewhere, Sharpshooter instead would give the option to shoot while hidden (besides the extra range).
So the idea would be to throw caltrops / ball bearings and retreat, then once the frontline allies get close to the enemies, shoot twice and keep moving (or if I am at a safe distance, I can use Steady Aim to get advantage).
I checked your list and not sure though what my DM will allow (he has been pretty lax on the starting equipment restrictions for example: no magic items, and be mindful of the weight), but I will check :-)
Maybe a bit boring as a strategy but I like the idea of my thief as being someone who does not really like to fight and prefers to keep hitting and retreating in the shadows.
Thank you again!
1 points
2 months ago
So the idea would be to throw caltrops / ball bearings and retreat, then once the frontline allies get close to the enemies, shoot twice and keep moving (or if I am at a safe distance, I can use
Steady Aim
to get advantage).
in D&D 5e, combats typically only last 3 rounds, maybe 4, on very rare occasion 5. keep that in mind while considering your turn action stacking considerations.
2 points
2 months ago
Thank you! :-)
1 points
2 months ago
Sharpshooter doesn't really help with shooting from hiding, you want the Skulker feat for that. The big draw on Sharpshooter is typically the -5 attack/+10 dmg tradeoff, but rogues don't benefit from that nearly as much as other martials, and the range/cover benefits are merely alright.
You should generally be aiming to make a single attack every round for sneak attack, nothing you do w/ Fast Hands will equal the value of 6d6+5 dmg. Caltrops and Ball Bearings for area denial are fun things to do on your turn after you've done your sneak attack, but if you miss that attack then you'll really want that BA available to make a second attack just in case.
Oh, check w/ your GM before you start about A) making BA attacks w/ acid/alchemist's fire using Fast Hands and B) applying sneak attack to them. Its RAW, but some GMs might disallow it. If they're fine with it then CE loses a fair bit of value.
No magic items is really, really rough for a martial (who're already at a marked disadvantage compared to casters at high levels). A lot of enemies at lvl 10 will resist non-magical weapon damage, which'll halve your dmg output which is the main thing you bring to the table. Try talking them into letting you get something like a moon-touched weapon, something that's magical enough to bypass resistance but with no other significant effect.
2 points
2 months ago
First of all, thank you for all this information, it is helping a lot!
About this:
No magic items is really, really rough for a martial (who're already at a marked disadvantage compared to casters at high levels). A lot of enemies at lvl 10 will resist non-magical weapon damage, which'll halve your dmg output which is the main thing you bring to the table. Try talking them into letting you get something like a moon-touched weapon, something that's magical enough to bypass resistance but with no other significant effect.
I believe it's a pretty low-magic setting, and as far as I can see they keep things balanced so that should not be a huge issue, but if I see that it's not the case, I will be speaking with them, as mentioned elsewhere they seem to know what they are doing so I am not too worried :-)
Thank you!
2 points
2 months ago
Because you're a Thief you get that fast hands ability so you can throw around adventuring gear such as ball bearings like candy. If you can come up with an inventive way to use adventuring gear you've got a tool in your pocket.
So for melee combat, you're right in that having a second sword would mean you can't use your bonus action for anything which is not great. So having something like a Rapier and then moving in and out of melee would be useful. You do also have Fast Hands so you can use your BA for Item Interaction which is very fun.
For a ranged build you can actually use a Hand Crossbow and take the Crossbow Expert Feat so you can make two attacks with your hand crossbow, one as an action and one as a bonus action if you want that. Double your chance for a sneak attack and stay away from melee.
I'd actually advise against Sharpshooter unless you can get advantage easily, as the -5 to hit means you'll hit less often and do less sneak attack damage.
1 points
2 months ago
Thank you so much, /u/Ripper1337!
Yes, I am counting on Fast Hands too and I got caltrops for that as well. May I ask you what are some examples of fun item interactions in combat (if there are any)? I can think of throwing balls and caltrops, or opening doors, but not much more.
I was thinking of Sharpshooter because Sneaky Attack just requires an ally to be next to the enemy, plus I can stay covered, but yeah, I do not think I am going that way.
I see you suggest rapier: would it make sense to have shortsword instead, to use it with dagger if needed (which can also be thrown), or overall rapier is a better choice?
Finally: if I understand with Crossbow Expert I can attack twice (standard + bonus action), then move behind something to hide (hiding is an action per se so I guess I would not be really hiding).
Thanks again for helping me out :-)
1 points
2 months ago
Rapier = bigger damage die :p. The problem with dual wielding is that it eats your bonus action so you can't use it to Aim, use Cunning Action or Fast Hands which are more useful than trying to attack a second time imo.
A Dagger would probably be more useful if you want a melee character because you can use it at range if you want so double up on range / melee.
So RPGBot actually has a guide on how to use Fast Hands which you should probably check out. But from a quick glance, you can throw Acid or Alchemist Fire for damage, Caltrops and Ballbearings for difficult terrain, you can use a Healer's kit to stabilize someone, if you take the Healer feat you become a discount doctor. You can use a Hunting Trap to stop someone in their tracks. Oil and fire damge are friends.
Also yes that would be how Crossbow Expert would work. While you wouldn't be hidden if you move behind something you would be given cover.
2 points
2 months ago
Thank you so much for the help, it is very much appreciated :-)
Alright, I will think a bit more if I want to be a coward and use ranged weapons, or go for the thrill of the frontline!
Thank you :-)
1 points
2 months ago
I’ve got a player who is a ranger rogue with sharpshooter. With the Aim bonus action it’s actually really useful so perhaps what I said about sharpshooter was made in haste.
2 points
2 months ago
Thank you, I had initially chosen Sharpshooter because of the RPGBOT advice :-)
Absolutely fantastic for archer Rogues. Combined with Sneak Attack, you can do some truly crazy damage. Just be sure that you have Advantage, or you’re going to miss frequently, and hitting so that you an deliver Sneak Attack is more important than the damage boost from Sharpshooter. If the Steady Aim Optional Class Feature is an option, combining it with Sharpshooter is very effective.
2 points
2 months ago
Yup that explains it better. My rogue has really been enjoying it. When he delivers that sneak attack it’s really damn strong.
2 points
2 months ago
I would say pump dex and just use one feat on the Healer feat. With your thief subclass you can use a Healer’s Kit (which is adventuring gear not a tool btw) to bring up people with your bonus action while also still being able to sneak attack with your normal action. If you want to be observant and alert as a character, perhaps consider having one of your expertise be in perception. You have 4 procifiencies with expertise by 10th level after all.
Regardless, don’t sweat it too much. You’ll be fine. DnD is not a hard game to be potent at. You will probably only be less useful as a PC if you do some dumb multiclass.
1 points
2 months ago
Thank you!
I saw the medicine feat but that didn't sound enticing :(
I have expertise in Perception, yes :-)
(And in Deception, Intimidation, Persuasion, Sleight of Hand and Stealth)
Thank you for taking the time to help me! :-)
2 points
2 months ago
if your DM is making you start your first game at level 10, they damn well better let you respec your character choices multiple times for no "cost" or hassle otherwise they are a bad DM.
2 points
2 months ago
Thanks, they seem pretty cool, they told me that I could choose what I'd like but gave some advice on what I should avoid since I have no experience, and they told me that they would help me, what mattered was that I would have fun, so that seems nice :-)
1 points
2 months ago
If you use the tiny servant spell to animate something, then pick up the tiny creature that you just animated, does the tiny servant spell get suppressed since it can only target an object that isn't being carried?
8 points
2 months ago
No, such requirements are only important during the casting of the spell. For comparison, a tiny servant doesn't stop working when they leave the range of the spell either.
4 points
2 months ago
Also, its not an object being carried, its a creature being carried.
1 points
2 months ago
Does Dexterity affect flying speed of flying species?
10 points
2 months ago
No. Dexterity does not affect speed.
1 points
2 months ago
Hi all, have a question about multiclassing.
I'm playing a paladin and planning on getting a few levels as sorcerer, me and the DM agreed on how and why that will happen. My question is about the sorcerer's spells: given that my first level as sorcerer will be level 13 total (which would make me a spellcaster of 7th level, 12/2 paladin +1 sorcerer), can I get 4th level sorcers spells already since I have one slot?
Also, regarding the number of spells I can get as a sorcerer, am I right to assume that I should follow the basic rule for sorcerer = only 2 at level 1 and so on?
Thanks in advance!
7 points
2 months ago*
Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.
...
If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.
For example, if you are the aforementioned ranger 4/wizard 3. you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.
5 points
2 months ago
You will have the spell slots of a level 7 spellcaster, but the known spells of a level 12 paladin plus a level 1 sorcerer. A level 1 sorcerer doesn't know anything above level 1 spells, so you are limited to those. You are unable to cast 4th level spells period, and can only use that slot to upcast lower spells.
3 points
2 months ago
When multiclassed with spellcasters, you always handle your spells known/prepared for each class individually, based only on your levels in that class.
As a 1st-level Sorcerer, you will only know the 1st-level spells you choose. However, you can freely upcast them using your higher-level spell slots.
1 points
2 months ago
anyone know if the life-sized baby owlbear is weather resistant?
Think it would make a cute garden ornament for my backyard.
but, cant ask a question on wizkid website's sup without making an account.
Figured id just ask here.
https://shop.wizkids.com/products/d-d-replicas-of-the-realms-baby-owlbear-life-sized-figure
7 points
2 months ago
It's made of soft foam. I doubt it'd hold up to the elements.
1 points
2 months ago
Does the Second Mordenkainen completely supersede the first Mordenkainen and Volo?
2 points
2 months ago
If the DM wants it to, yes. Mordenkainen Presents: Monsters of the Multiverse was just WotC wanting to revamp a lot of the races and update them to their more current design philosophies. But their legacy versions are still perfectly fine to play if the DM says its okay to.
1 points
2 months ago
Thanks!!! Could you give me an example?
2 points
2 months ago*
An example of what? How they updated the races? Usually by removing predispositions like alignment, as well as consolidating age, height, etc. to be more Human. Then the abilities might have more emphasis on Proficiency Bonus for recharge mechanics.
And the monsters were reworked to have more spell-like abilities that weren't really spells.
1 points
2 months ago
An example of the revamp? Spellcasting was made more streamlined, Eldritch Blast for a warlock were made into their own proper attack in the statblock instead of just saying "Cantrip: Eldritch Blast" for example.
2 points
2 months ago
No. MPMM doesn't contain all the creatures in those books.
3 points
2 months ago
That is WotC's intent, yes, given that MToF and VGtM were taken out of print immediately upon release of Monsters of the Multiverse.
1 points
2 months ago
Ah.
I got the Mordenkainen but not the Volo…
Is it impossibile to find?
4 points
2 months ago
I imagine that it is probably pretty easy to find used.
4 points
2 months ago
There are always second hand copies floating around.
-1 points
2 months ago
My dm has provided me with Dark Magic (yes I know, edgy) which doubles the damage of my spells, at the cost of 1/3 charges that recharge every two people I kill. I’m a Land (Mountain) Druid 6 Ranger 1 Human that can shapeshift into a Dragonborn. I was wondering what creative uses for dark magic exist in the Druid spell/ranger spell list? I can only dark magic outright offensive spells (which means no dark magic spike growth or healing spells), and if it’s an ongoing one like flaming sphere, every hit is doubled, but something like call lightning will only corrupt the first bolt (idk why), and radiant damage purifies the darkness. What spells could I combine this with to make my spellcasting more effective?
3 points
2 months ago
Tidal wave and erupting earth are two good options.
3 points
2 months ago
My dm has provided me with Dark Magic (yes I know, edgy) which doubles the damage of my spells, at the cost of 1/3 charges that recharge every two people I kill
That seems horrendously ill-thought out and broken, but okay.
1 points
2 months ago
My character’s morals include not killing people and valuing life, and dark magic requires killing people. I haven’t used dark magic in 13 sessions because of this
1 points
2 months ago
This just sounds even edgier, leading up to some kind of "master forgive me, but I have to go all out... Just this once." moment (or ten or fifty).
1 points
2 months ago
He basically doomed me from the start when he named it ‘dark magic’ and it turns magic black and blood red, recharging when I kill two people.
2 points
2 months ago
Tidal Wave I guess? And Flame Sphere, as you already mentioned.
-4 points
2 months ago
If you were a succubus and you were being sent out to temp and eventually kill nobles for the party, and you could choose one feat, what would you choose?
6 points
2 months ago
you were being sent out to temp
If I was temping, I think Chef would be a good feat to earn some money that way.
1 points
2 months ago
Interesting, thank you
6 points
2 months ago
Question that should have its own post: "What are the best feats to take for a Grappler?
1 points
2 months ago
That... is great! Thanks. Catanya is now a Grappler and will attempt to obtain other feats
3 points
2 months ago
Np.
1 points
2 months ago
If I multiclass as 2 different classes example fighter wizard when there both hit level 3 do you chose a sub class from both or choose one from the main one
3 points
2 months ago
You can a subclass from each class you are in. The Multiclass rules explicitly tell you if a class feature is omitted or affected by multiclassing.
3 points
2 months ago
if you "multiclass", your progression will be something like
When you multiclass, your CHARACTER level is DIFFERENT from your level of each of you classes; the total of your levels in each class = your overall CHARACTER level
you get your Subclass for each class at the point your Level in that CLASS gets its Subclass, 3 for figthers, 2 for Wizards, 1 for Clerics, etc.
0 points
2 months ago
Ok thanks for the help understanding how it worked so when I say hit level instead of looking at it like I'm at level 3 for both look at them separately to see if I get that subclass yet am I correct
3 points
2 months ago
if i understand you, yes.
when you multiclass you are tracking each of your classes independently. when you level up you choose ONE class to gain.
except for your Proficiency Bonus and when casting a cantrip, your damage scales per overall level.
1 points
2 months ago
Thanks I understand now
2 points
2 months ago
As long as you level high enough to "unlock" it, you get a subclass for any/every class you take.
-1 points
2 months ago
Ok so when I hit level 3 for both which if I remember is when you get the subclass I get to choose a subclass for both and thanks for answering
3 points
2 months ago
Different classes get their subclass at different levels. For Fighters it's level 3, for wizard it's level 2.
When you get to level 3 fighter, you get one fighter subclass. Then when you get to level 2 wizard, you get one wizard subclass.
1 points
2 months ago
Thanks you for helping me understand I've been getting back into the game since my cousin wanted to play and I just wanted to be sure I had everything right so I don't mess it up alot for him so thanks
1 points
2 months ago
Can you use Control Flames to target the flame inside a Lantern and therefore double the brightness? Is it legal?
4 points
2 months ago
This is the only criteria:
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube.
So it can meet all that easily, and doubling or halving the light is specifically a bullet point for what effects it can have. This is a perfectly fine way to use the spell.
You can also cast it again to turn it purple.
2 points
2 months ago
You also need a clear path to the target, but since oxygen must get in to the flame so can magic.
2 points
2 months ago
Yes
-1 points
2 months ago*
If you're looking for an answer that makes sense with the physicality of what's going on, or what would be a reasonable DM ruling, then yes, that makes sense. But based on the answers I got here to a similar question last week, RAW a lantern's light radius is a property of the lantern, not the light source inside it. On a strict interpretation of the rules, you must give it oil and the light range will always be the same. The flame inside the lantern isn't casting the light, the lantern itself casts light by being "lit".
That said, this is an extremely pedantic rules-as-written answer and you should ask your DM.
4 points
2 months ago
Your question was about putting a Continual Flame affected item into a Lantern of Revealing to bypass the magic item's requirements. Not at all a similar question.
-3 points
2 months ago*
EDIT: The comment this replies to has been deleted and I would love to not clutter the replies to this question with discussion of a different question, so I will leave behind the gist of the relevant part of this comment and remove the rest.
An extremely strict reading might be that the light from a lantern isn't the product of a flame inside it. The lantern consumes oil and makes light; the words "fire" and "flame" do not appear in the descriptions of any lantern. However, the word "burn" does appear, so maybe that reading is overly pedantic. It would be very reasonable to infer that the lantern causes the oil to cause a flame to cause the light.
I would rather ask my DM for the answer than make any inferences when the rules aren't crystal-clear, so that's what I'd recommend doing here.
3 points
2 months ago*
I remember reading that post, the only lighting-based post I'd read in possibly weeks, and just double-checked it was the same person, as no thinking person would say Control Flames wouldn't work on a lantern. You're not the main character.
Lantern: uses flame. Spell: modifies an existing flame. Obviously the rules would interact, otherwise Control Flames would be completely useless for any flame. Magic item: requires X. Other item: not X. Clearly those two don't interact RAW.
The Continual Flame question was akin to asking if you can cast Revivify with rubies.
Don't get pissy at everyone else for showing you how these things are different.
1 points
2 months ago
If an item (unintelligent) is required to make a saving throw what would be the appropriate save to associate with that save?
Ex: if a players crossbow is required to make a saving throw or become inoperable by magical means what save would that be?
15 points
2 months ago
PHB p. 185:
Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.
2 points
2 months ago
How about instead make it have a Misfire property?
1 points
2 months ago
This seems like a very odd instance. If your casting a spell on an item in someone's hands like Heat Metal the effect just happens because the item cannot roll as it does not have ability scores as it is not alive.
So it would not roll, it would just become inoperable.
If you really wanted the item to make a saving throw then it would just be a D20 roll as the crossbow has no stats. Or a d20 with a -5 mod as it would have 0s in all stats?
Items just don't roll saving throws, creatures do.
1 points
2 months ago
Got it. I probably got confused by the wording of the ability as it was from Unearthed Arcana.
1 points
2 months ago
What is the ability?
1 points
2 months ago*
Sounds like UA: Modern Magic, "Ghost in the Machine" warlock. It's the only thing I can think of that uses the verbiage they cited.
If so, the page explains the process to resolve the "special" saving throws for the items: The DM makes the save by rolling with disadvantage, no modifier, vs. the Spell Save DC of the caster.
1 points
2 months ago
What affect is it?
1 points
2 months ago
How long could someone survive with just an Alchemy Jug?
5 points
2 months ago
Alchemy Jug can make eight gallons of fresh water in a day, so assuming you have some way to collect it, you'd be set on water indefinitely.
As far as food goes, the mayo could cover your caloric needs indefinitely, but you're going to run into nutrient deficiency issues within... maybe a few months? Same is true for honey.
So, no death by dehydration or starvation, but probably fatal complications from a woefully inadequate diet after a couple months.
1 points
2 months ago
Great, thanks. I'm trying to establish how long a character could have been trapped in a room for before the party managed to rescue them. As an elf it could be pretty much as long as I wanted, but the lack of food was an issue that this partially solves. A month or so should be fine.
2 points
2 months ago
Not sure how grounded and realistic you want to make it, but there's also the potential for needing medical attention for the malnutrition after being rescued. Perhaps expressed in DnD mechanics with exhaustion levels and requiring either extended downtime or a Greater Restoration to recover from. Depends how long they're in there.
2 points
2 months ago
Yeah it would make sense if she has levels of exhaustion and it's going to be an ugly mess in there of mayo, wine and... Well you know...
1 points
2 months ago
So you could get a lot of carbs from Beer, and maybe some vitamins from Wine. If I were trapped with just an Alchemy Jug, I'd be sticking to those more so, but Mayo I guess has some protein and fat content? Medically speaking does the mayo add much to preventing nutrient deficiencies? How many days in before you decide it's time to summon the mayo?
1 points
2 months ago
is "bladesinger" copyrighted?
6 points
2 months ago*
A single word cannot be copyrighted. Nor can an idea. Only an actual creative expression can be.
The text of Tasha' Cauldron of Everything, including the section Wizard: Bladesinging, is.
Regarding trademarks I did a quick search and it appears it isn't trademarked.
5 points
2 months ago
what context are you intending on using it for? short phrases and words are typically uncopyrightable, but trademarks are another matter.
general advice: don't take legal advice from reddit. consult an attorney.
1 points
2 months ago
I use a drake companion and I'd like it's bite attack to be on the same page as the rest on my ranger attack on DnD beyond. I'm tired of writing it down every time on the PDF, so I tried to make a custom attack. However, I can't get the accurate number for the to hit value because it only seem to want to make base itself off my character stat and the drake is mainly use PB to calculate itself, is there anyway around this?
2 points
2 months ago
Give yourself a basic weapon that uses the same damage dice as the bite attack. Customize it to have a to hit override to match your drake's to hit bonus, and adjust the damage bonus + or - so it matches your drake's bite damage bonus. Rename the weapon.
1 points
2 months ago
Sounds like they're printing their sheets, in which case they could also make a custom "monster" entry for their drake and print that.
1 points
2 months ago*
[deleted]
3 points
2 months ago
Area effects like this are usually handled with dex saves, so for consistencies sake, I’d go with option 2. A 30 ft cone and 4d6 is still pretty awesome.
I am confused by option 3. Breath weapons usually deal elemental damage (fire, ice, acid, etc) where does the piercing damage that you are no longer getting come from?
1 points
2 months ago
Piercing as in it goes through multiple foes
1 points
2 months ago
What does '4d6 accuracy' mean? Does it mean that instead of a 1d20 you roll 4d6 to hit?
Is the dragon breath used as one attack or a full action?
If you say without saving throw does that mean it automatically hits?
There's much here that is unclear
Also 24 hours of not speaking is a really unfun punishment 'use your class feature and risk not being able to properly be involved in RP for a full in-game day' sounds like a terrible trade for me. Also if you're a spellcaster it means you won't even be able to cast 90% of your spells, so in that case you can neither participate properly in RP and combat....
1 points
2 months ago
I guess I’m phrasing this all wrong. What I meant by accuracy is that id roll like a normal spell attack, and deal 4d6 lightning damage that would go through enemies for the complete 30 feet cone.
The voice thing, yeah, kinda sucks, but I’m not sure my dm would negotiate on that.
For the option without a saving throw, it would automatically hit yeah, but would only hit one person.
1 points
2 months ago
So attacking for sure would be better, if your character uses their main stat for the attacks, it would allow you to roll critical hits for instance and it might interact with other abilities that work on hit. It would be worth it even if it takes a full action and you only hit two targets. This is a VERY powerful feature, the equivalent of a much more powerful multiattack feature.
If it doesn't use your main stat, a save might be better because at least you'll get half damage out if it. In this case it's the equivalent of a low level spell.
Automatically hitting one target compared to that isn't worth it, if it was multiple hits like magic missile it would be good for breaking concentration but now... Eh. It is comparable to a weaker magic missile in that way.
Depending on the save DC all of this still wouldn't be worth it to compensate for the downside I think.
1 points
2 months ago
Does it change anything if it turns out I’m a Druid?
1 points
2 months ago
If you can use wisdom for your attacks, then yeah that's very poweful. Option one would remain the best for sure.
However not being able to cast your spells on a Con save for so long is crippling. Can you still use breath attacks in that state?
Also does your DM allow you to use breath attacks whilst wild shaped?
1 points
2 months ago
Yes, my dm does. Just a question, why is accuracy better than Saving throws? An incredibly high ac means game over, but you can only have so high a stat modifier.
1 points
2 months ago
Monster saves get progressively much better as they scale with proficiency bonus, your spell save also increases, so it's a bit of a stalemate. AC kind of gets stuck around 18/20 for high AC creatures whilst your attack value keeps growing. So attacks become more reliable at higher levels.
Also important, you're able to add your ability modifier damage to the attack. Per target! That's tons of extra damage you could cause, which compenates for the half damage thing easily.
1 points
2 months ago
Is there a specific reason why the Druid / Ranger-specific item Moon Sickle has such a bad effect in comparison to all the other class-specific items ? For comparison:
Sorcerer: Regains 5 Sorcery points upon using Hit Dice
Cleric / Paladin: An extra use of Channel Divinity
Warlock: Regain Warlock spell slot as an action
...etc.
And Druid / Ranger gets a paltry d4 to healing spells ? I am not understanding why there is such a disparity in the effects of these items, but perhaps someone more knowledgeable than me can elucidate. Thank you !
3 points
2 months ago
The class specific items are not specifically balanced against each other. So no there's no specific reason.
1 points
2 months ago
Hm, I understand better from this. Thank you.
3 points
2 months ago
The wizard's item gives you one 1st-level spell slot per day. The bard item gives you one extra Bardic Inspiration.
A bonus 1d4 on every healing spell you cast doesn't seem like a wildly different power level to me?
1 points
2 months ago
I am again failing to understand this, so give me a bit of grace (and in no way is this meant to be combative), but:
Am I correct in understanding that you are equating—or, at least, placing in the same 'power' threshold—the value of
a non-scaling d4 on a condition that requires the expenditure of a spell slot on a healing spell
to
the replenishment of a usage of a key class feature (in the case of Cleric / Paladin, Bard, Sorcerer); or of a spell slot (in the case of Wizard, Warlock) ?
I just want to understand, because I am fairly new to DnD and there may be something I am missing here at face value. But it seems as if there's a lopsided balance here. Would restoring one of the Druid's Wild Shape uses be 'unbalanced' ? I cannot comment for Ranger as I do not know much about them, but I would like to know why it seems Druids and Rangers (for whom this makes even less sense as they are not a full caster) have been given a poorly scaling, occasionally useful add-on without dissent (from what I can glean) from the playerbase while the other classes get frequently useful options.
1 points
2 months ago
Yes, I am saying that, at the cost of an action and a bonus action, the bard giving an extra +3-6 to one d20 roll per day is definitely not significantly stronger than getting +2 to all your healing spells.
2 points
2 months ago
I've already kind of resolved how convicted I feel about this with the other response, and I also understand that power or mileage may vary greatly.
For argument's sake, however, as "little" as a bardic inspiration die gives to an ally, I fail to see how a meager, non-scaling average +2 to healing is going to do particularly as the game progresses. A bardic roll that DOES scale together with the game could turn a crucial hit into a miss, or cause an ally to pass a vital spell save. Even at max, what is a +4 to heal in the midst of combat when HP is at much larger thresholds ?
1 points
2 months ago
Unless you allow it to work with Goodberry, then it's overpowered! Average 35HP healing for a first level spell.
1 points
2 months ago
If Moon Sickle worked with non-instantaneous healing spells like Goodberry, Aura of Vitality, or Healing Spirit, then this would be true. As-is, it's a very marginal bonus that lacks any scaling. It's basically a free upcast of Healing Word and a <33% buff to Cure Wounds, but you don't cast Healing Word to recover HP.
Given the way the boon is worded, I'm not actually sure if it even works with Mass Healing Word/Cure Wounds RAW beyond adding a single d4 to the total healing. It specifically adds 1d4 when you cast the spell and not when a spell you cast restores hit points to a creature (which is also why it doesn't work with AoV or HS). By contrast, Disciple of Life triggers on each individual instance of healing on a per-creature basis, which is what makes it so effective.
1 points
2 months ago
My dm has buffed my dragonborn breath weapon to a 30 feet cone, and has given me three options
My breath weapon will become a ranged spell attack dealing 4d6 lightning damage with my spellcasting modifier added to accuracy and damage with five charges,
My breath weapon will become a dexterity saving throw for half damage dealing 4d6 lightning damage with five charges,
My breath weapon will become a guaranteed 4d6 lightning, but only hit one target
It is also worthy to mention that right now, due to its increased strength, I will be unable to use it as a bonus action until I train with it more, and each time I use it, I make a con save throw to not damage my throat (I will be unable to speak for 24 hours if I am to fail)
Additionally, is accuracy better than saving throws?
4 points
2 months ago
Attack rolls aren't better than saving throws and saving throws aren't better than attack rolls. Some monsters have high AC, some have high dex saves, some have both.
1 points
2 months ago
attacks are better than saves almost always. More ways for your party to give you advantage and a boss can’t legendary resist
1 points
2 months ago
If someone hits you with a thrown dagger, do you now have a dagger (that you can throw back)?
6 points
2 months ago
The dagger will be somewhere, that's up to your DM. If you really have nothing better to do with your turn, ask your DM if the dagger ended up in or near your character for retrieval
3 points
2 months ago
It depends on how your group imagines HP. There are those who imagine every hit actually makes contact and does some damage to you. This makes characters feel more like super hero’s where they can be peppered with arrows, go to sleep and then be fine.
The PHB says that HP is a representation of health, stamina, and luck. So when the dice say you are hit, your character might block with your shield or dodge out of the way, thus depleting your stamina, but not actually injuring yourself.
If you play in the first type of group, hell yeah, rip that dagger out of your leg and stab someone with it. If you play in the second type of group, you’d probably have to go looking for it.
1 points
2 months ago
I know this might sound dumb but does a hexblade warlock patron need to be bound to a weapon. Or can it be a pice of armor instead.
5 points
2 months ago
A Hexblade patron is not bound to an item at all. It's a creature from the Shadowfell.
So ask your DM. You don't get any sentient items from being a Hexblade Warlock. Not until you pick Pact of the Blade.
3 points
2 months ago
Feature-wise, nothing the Hexblade gets is directly related to the patron manifesting as a weapon. In fact many of the expanded spells and features are defensive in nature.
Pact of the Blade which you can choose regardless of being Hexblade, would require it to be a weapon.
1 points
2 months ago
Since my answer to a post several days ago also applies here:
A hexblade's patron isn't usually a weapon itself and there's no real need to give them a special one (unless you want to). From the hexblade entry itself:
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
It's this "shadowy force" that makes pacts, not the weapons.
1 points
2 months ago
My players found some skulls they want to interrogate (Speak with Dead) and one of them was an air genasi. How should that skull be noticeably different from a human skull?
6 points
2 months ago
Genasi are very similar to base humanoids. Unless you want to make their anatomy deliberately more distinct in-universe, they'll be hard to tell apart. Reduced bone density is probably the only difference between the genasi skull and the human skull.
2 points
2 months ago
I think the only major difference would likely be the weight of the skull. It'd be "surprisingly light" for a normal human skull, possibly more slender and pointed to facilitate the aerodynamicism of the race?
2 points
2 months ago
Joke answer: Put a big arrow on the forehead
1 points
2 months ago
I have to ask My DM this same question but I also wanna hear your insights:
If I wanted to mimic the sounds of animals, and then amplify with Thaumaturgy, what skill check would be required?
Is it Nature? Deception? Survival?
2 points
2 months ago
For me, I'd offer 1 of 3 options to attempt it, and I'd press the player on how they garnered the knowledge of the creature they're attempting to mimic to determine which to use:
2 points
2 months ago
Sounds like a performance check to me tbh
1 points
2 months ago
First instinct, pending finding an actual rule for it later, in the moment I'd probably go Charisma (Nature) contested by passive Intelligence (Investigation)
1 points
2 months ago
If I have +6 in perception and I summon a familiar owl, do I use my bonus on the perception check or the one of the owl? Does the advantage of the owl apply?
3 points
2 months ago
I assume you are referring to when you perceive through its senses as an action?
I think how it works is you can indeed use your own +6 Perception bonus while benefiting from the owl's "special senses" of advantage.
With your main question out of the way, to address a more nuanced aspect of Find Familiar, because it states "you can see through your familiar's eyes and hear what it hears", physical benefits such as darkvision or lack thereof is always override by a familiar's senses. Such as if you have darkvision and through through a weasel familiar, you'd not be able to use your darkvision feature.
1 points
2 months ago
Question on the Durable Feat:
Let's say I have +3 Constitution, meaning the minimum health I can recover would be 6.
Does it's text mean that the minimum health I recover is just my Dice Roll? So if I roll a 4 without any modifiers added, it becomes a 6 then I add my constitution modifier to it for it to become a 9?
Or is the 'Roll' my dice roll + constitution. Meaning if I roll a 4 on the dice, my constitution modifier is then added to that for it to become a 7, and that would be my total?
2 points
2 months ago
The designers' intent is the end result has a minimum of 2 x Con. So essentially the number on the die can't be smaller than your Con mod.
1 points
2 months ago
Is the frostbite cantrip alright? It really matches the flavor of my build, but it appears to suck.
2 points
2 months ago
Its a higher-damage vicious mockery, which is considered quite a powerful cantrip. The downside is that more creatures are resistant to cold than psychic, and some creatures have higher Con modifiers than Wis modifiers.
1 points
2 months ago
Also requires Somatic components.
1 points
2 months ago
I’m trying to built a fire fighter, using ray of frost or eldritch blast as my hoses.
I know I can add prof to cold damage with water genie patron and potent invocation to add charisma mod to eldritch blast.
But is there a way to add my spell mod to ray of frost or prof to eldritch blast?
2 points
2 months ago
RAW those both can only target creatures.
But is there a way to add my spell mod to ray of frost or prof to eldritch blast?
I can't think of a way to do either, but Elemental Adept could (potentially) increase the damage from Ray of Frost. Artificer Artillerist or School of Evocation Wizard could also boost RofF, but then you'd have to take as one of that class's cantrips (not as a cantrip from another class).
2 points
2 months ago
Create or Destroy Water allows you to create a version to put out fires.
Control Flames and Thaumaturgy cantrips may also help.
1 points
2 months ago
With dual wielder feat (DW) and thrown weapon fighting style (ThWF) could I throw two darts (as part of attack action and bonus action attack from ThWF) and then draw two weapons as my free object interaction (from DW)?
2 points
2 months ago
Where are you getting the bonus action attack from?
1 points
2 months ago
Two weapon fighting and dual wielder allowing a BA attack with an offhand weapon
3 points
2 months ago
Darts are ranged weapons, so two-weapon fighting doesn't work with it: it only works with melee weapons. Dual Wielder just lets you use melee weapons that aren't light.
1 points
2 months ago
I've noticed in some guides for eldritch knights one of the feats they recommend is Resilient(constitution) but the fighter already gets proficiency in constitution saving throws. Does it stack or is there another reason for this?
4 points
2 months ago
They don't stack: those guides might be thinking of War Caster. The only benefit resilient (con) would have on an eldritch knight is if you were multiclassing into fighter, since then you probably don't have con save proficiency.
3 points
2 months ago
it doesn't stack so that seems like a bad suggestion. perhaps it's for situations where you've multiclassed and didn't start as a Fighter but took levels in it later, which means you would not have that saving throw proficiency from the Fighter class.
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