New weapon (cat o’nine flails) stats balanced? [closed]

A cat o’nine flails, a new weapon of my devising, is a 9 headed flail similar to an Ochsenherde. Note that this is not to be confused with a cat o’nine tails.

Picture of a weapon with nine spiked heads on separate chains attached to the same handle

Artist’s impression – Original image source

What is the best way to stat a weapon such as this in D&D 3.5e? My initial suggestions is as a two-handed Exotic Weapon with 1d12 damage and a 20×2 critical.

Are these stats viable/reasonable when compared with other weapons in D&D 3.5? If not, how do I make this weapon viable/reasonable?

If no other opinion then how would you make it balanced?

Can we take Attack action when not in range of enemy?

Can you take the Attack action without attacking, just to get any side benefits?

For example, Blade Flourish says:

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn […]

In all examples the bard has a speed of 30 feet and does not have Extra Attack.

First relevant scenario:

The Bard and the enemy is 40 ft apart. If the Bard can take Attack action before spending all 30 ft movement, then he can reach the enemy and attack them with the added extra movement. If not, the Bard and the enemy is now 10 ft apart.

Second relevant scenario:

There is an enemy around the corner. The Bard might or might not know there is an enemy there. With the added movement from Blade Flourish, he will be able to walk around the corner and attack the enemy.

Third relevant scenario:

Same as second scenario, but he will only be able to walk around the corner without being able to attack. He does not know if he can reach to attack the enemy at the end of the turn.

Is taking Attack action allowed without being able to make an attack?

How does Clone interact with lichdom?

Assume we have a high level wizard named Recnamorcen.

Recnamorcen casts Clone on himself, then undergoes the process to become a lich before the Clone matures. Now if he dies his soul will not go to the Clone because it is not free, due to it being in his phylactery.

Now some meddling adventurers come along after the Clone matures and destroy Recnamorcen’s phylactery and then kill him. Is there anything that would prevent him from being brought back to life in his Clone?

How does Clone interact with lichdom?

Assume we have a high level wizard named Recnamorcen.

Recnamorcen casts Clone on himself, then undergoes the process to become a lich before the Clone matures. Now if he dies his soul will not go to the Clone because it is not free, due to it being in his phylactery.

Now some meddling adventurers come along after the Clone matures and destroy Recnamorcen’s phylactery and then kill him. Is there anything that would prevent him from being brought back to life in his Clone?

How can I use Charisma instead of Strength or Dexterity for weapon attacks without being a Hexblade warlock?

I am building a level 2 character for D&D 5e.

For story reasons (I just had to break ties with my patron, in a very fun way), I can no longer be a warlock.

Is there a class (Unearthed Arcana is allowed) that will allow me to basically use the Hexblade warlock’s Hex Warrior feature with a weapon (XGtE, p. 55)? Specifically, this benefit of the feature:

When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

My goal is to dip a max of 3 levels in a class other than bard. But a pure bard build is preferable!

Would all melee PC attacks doing alignment damage be unbalanced at low levels?

For a campaign, I am currently discussing giving the PCs the ability to convert all melee and unarmed damage into alignment damage instead of normal physical, slashing, etc. damage.

One of the players suddenly realized that that makes the attacks extremely powerful and unbalanced at first level and lower levels.

Now I am wondering: is there anything I have overlooked that means having this ability starting at lower levels or level 1 could unbalance things in a normal Golarion campaign?

Can creatures use the Attack action without attacking?

Suppose a creature gets some benefits when they take the Attack action. For example, the Horizon Walker ranger’s Distant Strike lets them teleport at will, but only when they take the Attack action.

Could a creature take the Attack action and gain those benefits, without making attack rolls or otherwise targeting a creature (e.g. grappling and shoving)?

Could they “attack” an empty space, as though trying to hit an unseen enemy (even if they don’t suspect an enemy is there)?


Inspired by this question: Can a Ranger Use Distant Strike to Pass Through Forcecage?

What is a reasonable reward a captain would offer the party for a simple mission?

So I’m creating a campaign and the hook is gonna be the players being recruited by a King’s knight captain to assist him in destroying a warlock summoning beasts from the void(my version of hell/chaos/abyss etc) and hiding out in a ruined keep on the northern border of the country. The captain believes the warlock is somewhat dangerous but not a serious threat however he wants to destroy him before he can become one, hence him hiring professionals (the players, hopefully) on behalf of the kingdom as opposed to siccing his soldiers on it.

How much money should the captain offer them to assist him in defeating the warlock? Under the belief that it’s a relatively simple and easy quest what would he reasonably offer to the party?

Can a Ranger Use Distant Strike to Pass Through Forcecage?

Distant Strike is a Horizon Walker Ranger Feature which states:

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

Forcecage states:

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

Can the ranger “attack” and teleport 10ft outside the forcecage?