So I am a new DM and I am running a campaign in Curse of Strahd. I have a PC that is doing a long range build and has picked the Aarakocra race and I want to build encounters that will threaten him as well as the other 5 in the party. I would appreciate any advice that you could give me!
I list of thoughts of what part of classes could be good for grappling. Will probably be using Point buy with a Goliath, dump Wis and Int to 8. Not fully STUPID, but definitly a little slow and gullible. The lovable idiot. Str 16, Dex 12, Con 16, Cha 14 (not final, was thinking Bard and Barbarian) So, just wanted to chat.
Im NOT taking all these classes, just more of a list for class commitment that helps with Grappling
Barbarian – lvl 1 / 3 / 5 Rage, for Advantage. Bear Totem for Dmg Reduction, ASI (maybe Tavern Brawler for improvised attacks, but lots of choices) and Extra attack/Movement
bard – lvl 3 Expertise in Athletics, Cunning Words
rogue lvl 1-2 Expertise in Atheltics, Cunning Action (mobility)
fighter – lvl 2 Action Surge. Grapple 2 things or grapple and prone them? yes please
Monk – Lvl 5 Stunning Strike (Success plus tavern brawler is free grapple)
Warlock – Lvl 1 Pact of the Chain for Improved familiar. Yes, I know you can get familiar from other things, but its a single level dip and you get a better familiar. Familiar is basically get a helper for rolls.
Ive recently been trying to get back into D&D, there is a local Adeventure League group. Wanted to do a grappler (not necessarily PURE grapple, but main focus. Been toying around with some ideas. Was also thinking of Sorcerer or Wizard, maybe some kind of Touch Spell (shocking grasp) grappler. Or Barbarian rogue (grapple then shank them to death)
Ive been out a long time, anything else that helps with grappling? interesting feats, class abilites, synergies, etc…
In the PHB, bless is given as the example of spell effects not being combined (not ‘stacking’).
COMBINING MAGICAL EFFECTS The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
I’m with this all the way up to the final semi-colon.
I get that the target cannot benefit from two of the same spell at the same time; I don’t understand why the target doesn’t get to roll two bonus dice.
The description itself says "the most potent effect—such as the highest bonus—from those castings applies". In the specific case of bless, the bonus is variable and is determined in each instance referenced by rolling a d4. It is impossible to know which of the two effects is the more potent without rolling two dice.
The process described of taking the higher bonus but not combining the effects seems to me to dictate that a target under the effects of two bless spells would roll two bonus dice, would determine which one was higher, and then would be affected only by the higher one (not combine them). Such a procedure would fit the requirements that the spells "don’t combine", that the target gains the spell’s benefit only once, and that the most potent effect applies. To not roll two bonus dice would mean that the target was not necessarily receiving the more potent effect.
To me it seems that rolling dice is not gaining a benefit from the spell, using the bonus rolled is gaining a benefit, and that is done only once.
What am I misunderstanding?
As the title already states: What are all the ways in which a Pokémon can gain new abilities? Aside from level-up. Thus, methods that would mean it ends up with more and/or other abilities than it’d naturally have.
Typically, you deal damage by hitting the other guy with a stick (or a fireball) ; however, spells like fire shield damage enemies who hit you:
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Similarly, hellish rebuke allows you to damage enemies in response to them damaging you. Either way, the enemy wouldn’t have taken damage if they chose to just ignore you. This leads to my question: what is the highest average damage that a level 10 character can deal in response to being hit or damaged?
- Level 10.
- May use the PHB and one of the following: EE, MToF, SCAG, VGtM, or XGtE. This restriction extends to spells, as well. (If the spell is one your build allows you to copy from a scroll or spellbook, however, you may pick it from any of those sources.)
- No variant rules besides multiclassing, feats, and variant human.
- Up to three magic items from DMG Tables F or G with a maximum rarity of Rare.
- Four encounters; Combat 1, Combat 2, Short Rest, Combat 3, Combat 4 (each of these events is separated by 30 minutes). The Short Rest is mandatory.
- Each combat encounter has you face off against two earth elementals. These elementals do not have any damage vulnerabilities, damage immunities, or condition immunities. They keep their damage resistances.
- Each combat lasts three rounds. All participants get a turn in each round.
- Enemies move next to the PC and attack normally.
- Enemies do not make opportunity attacks.
- For the sake of simplicity, treat enemies and the PC as if they had infinite health.
- You may not use the Ready action. (Mainly to prevent "I ready blight for when I get damaged" from being the best answer.)
- Any spell or ability that lasts 10 minutes or longer may be activated before entering combat. Any spell or ability that lasts longer than 8 hours may be activated the day before.
- You may not spend more than 100 gp on spells that consume costly material components. (So casting identify and find familiar is fine, because identify doesn’t consume its costly component, but casting glyph of warding is not.)
- You never lose concentration as a result of taking damage.
- Allies cannot help you, unless you summon/create them yourself (via conjure animals, animate dead, etc.)
- Damage should be the average damage per round over the course of the adventuring day.
- Only count damage dealt to enemies (the earth elementals) in direct response to, and in the same turn as, being hit or damaged. Hellish rebuke is fine. The extra damage dealt by absorb elements is not. You may still deal damage in other ways (in case it’s necessary for setup), you just can’t count it in the total.
If an outsider has the spell Planar Bubble (Spell Compendium, p.158) cast upon it and is then killed, will it be permanently slain as though it had died on its native plane?
The Daemon, Purrodaemon ability "Weapon Steep" states:
If a weapon remains sheathed in its body for at least 24 hours, the weapon absorbs some of its essence and gains magical enhancements. A purrodaemon can have up to a dozen weapons lodged in its body at a time, but only one can possess magical enhancements at a time. The total enhancements cannot exceed a +4 effective enhancement
Can this ability be used enhance an already magic weapon further? For example: Purrodaemon steeps a +1 Impact Guisarme. Can he then add up to a +4 enhancement to that weapon, such as Brilliant Energy? Or can he only add enhancements to mundane weapons?
There are certain abilities that require you to first make a hit, then you can choose whether or not to use that ability.
Two examples that I can think of are a monk’s Stunning Strike and a paladin’s Divine Smite (there are others, but I won’t enumerate them all here; an answerer is welcome to if they wish to do so):
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Neither of these abilities specify whether or not you can declare these abilities before or after resolving damage. There are other abilities that say "after you know the roll, but before the DM tells you whether it was a success" or similar wording, but that usually relates to the d20 roll, not damage rolls.
Am I able to roll to attack, hit, roll damage, then make the decision as to whether to spend resources on an ability like Stunning Strike or Divine Smite? If I am allowed to do so after rolling damage, what about before or after the DM tells me the effects of the damage (e.g. did it kill the enemy or not)? Intuitively, it feels to me as though the answer is before damage only, but I’m not seeing anything that implies that this is the case RAW.
If this is something that isn’t specified and is up to the DM, then so be it, but I’m specifically interested to know if there’s any general rule anywhere that resolves this RAW, or whether I’m just not reading those abilities quoted above correctly (or whether there’s another, similar ability that does make it a bit more explicit, and I just chose poor examples).
It appears the event is central to the Dragonlance setting as it informs the calendar; early years appear annotated “pre-Cataclysm” (PC). Example year 5000PC.
What is the cataclysm, how did it come to be?
I’m trying to plug in an equation for unarmored movement in DiceCloud, so that I don’t have to change the bonus value whenever it changes. i had a formula, but lost it. Does anyone know what the formula is?