How can a Psionic Manifester get full Bab reliably

I’m currently trying to make a Talshatora Monk/Erudite multiclass work, partially as a challenge and partially because I want to play a psionic Gish. The issue is that, under the constraints i’m operating under, getting a BaB high enough to function in melee will be difficult. So, I’ve looked into somehow persisting or otherwise gaining a at will or permanent Divine Power like effect.

My build goals are 9th level psionic powers with Divine Power, or barring that Transformation. These are the constraints and rules assumptions i’m working under for this game.

  • Prestige classes that advance manifesting are ruled psionic classes so having more levels in one of them than my Erudite level will cause issues, this is why Slayer is unfortunately off the table.
  • Spell to Power Erudite is in use however spells not normally available to arcane classes, such as Divine Power being gained by the Arcane Disiple feat, are not easily obtainable. They can be gained theoretically but aren’t reliable. So while Persist Power Divine Power is an option in theory it’s not something I can bank on.
  • Custom Item creation Rules, specifically Custom Wondrous Items of Divine Power or infinite use resetting traps of Divine Power, are off the table.
  • Permanent Runes of Divine Power are allowed, but the expense obviously makes it a less than ideal option.
  • All first party books, as well as dragon and dungeon magazine, are allowed. The game is also fairly high optimization with one other player using Astral Seed to transform into a dragon, this however doesn’t work on spells that don’t change your body. So I can use that strategy to make divine power permanent. (Unless I can find a convincing argument for why it would)
  • There is effectively no cap on how much of our WBL can be spent on a single item.

My current plans if I can’t find a better solution is to either get Divine Power as a psionic power somehow and persist it or get the extend and persist spell feats and apply persist spell to a wand of Divine Power using a schema of metamagic item.

Roll For Shoes – Does the advancement system work for longer campaigns?

I’m about to start in on a new campaign with the Roll For Shoes system, but I’m concerned that the characters will swiftly outstrip basic and intermediate challenges as they grow in dice.

In the title I mentioned "longer" campaigns. I’m defining "longer" as at least 72 hours of game time spread out over maybe 18 sessions, with hopes of room to grow.

Here is an example:

Ryan has Do Anything 1, and begins a life of roguishness. He starts breaking into houses and achieves Skulduggery 2, starts using lockpicks for Tools of the Trade 3, then eventually gets to Lockpicking 4 and maybe Safecracking 5.

Meanwhile, the GM needs to provide appropriate challenges for Ryan. When Ryan starts out, he somehow has to break into a house with one die. If he can manage that, the GM will later need to provide an appropriate challenge for Ryan’s 4-die Lockpicking skill.

From a story perspective the GM can always provide stronger locks and reasons, but by my very rough estimations getting a character to a four die skill could easily happen in a 4-hour session if the game is moving smoothly.

Does the RFS advancement system work for longer campaigns?

How many dice does the GM roll when challenging the players?

I’d like to run a game of Roll for Shoes, but I’m not sure how many dice I roll when the characters face various challenges.

I’m under the impression that it’s supposed to be the same number of dice the character uses, but that seems to make impossible tasks far too easy to perform.

Is there a general rule saying how many dice the GM rolls against a character’s attempt at a given task? Should the GM’s dice equal the character’s dice, or should the GM’s dice vary depending on the task’s difficulty?

Variant rule: how can we lighten the cost of chugging potions in battle? [closed]

So, we know how this works: potions are listed as magic items in the DMG, and to use a magic item, one must use activate magic item, which costs one action and, to the best of my knowledge, there’s no way to relieve such cost (a thief’s fast hands don’t apply since, again, this is a magic object and for some reason it’s wholly different).

Now, I’m sure most of us can relate to this this situation" you find yourself in the midst of a bloody battle, half-dead and surrounded by enemies, when a hope shines through the perils: your bag full of refreshing healing potions, which beg to be savored by your dusty lips. You extend your empty hand (or drop whatever you were holding since only one free interaction is allowed per turn and tidily stowing your sword consumes it… the ancients would say junky lex, sed lex), grab a delicious 4d4+4 health potion and prepare to consume your action in the process… "But wait" I hear you say, "Doesn’t it heal an average of 14Hp?" Indeed. "And don’t my enemies dish out an average of -whatever number higher or equal to 14-"? Right on the money. "So I can’t move or I’ll trigger free opportunity attacks – and the hostile creatures will still be able to reach me (if they have at least my speed) – but I can’t disengage or do any evasive meneuvers or I won’t be able to drink… So I can only chug and deplete my precious potions while they gank on me till they’ll inevitably reduce me to a pulp?" Bingo.

Healing potions are scarcely useful in battle, even compared to healing spells: despite being limited -to the number of spell slots left-, they also offer several ductile options: most are available from level 1 (healing word, cure wounds) and therefore ever more plentiful, they can be upcast (while one cannot chug more than one potion per turn), some cost a bonus action (healing word), and the strongest have an AoE healing (mass cure wounds*). The scale is so tipped in favor of spellcasters that even in campaigns with regular supplies of cheap, high level potions, they rarely compare to the dreaded healbot. How can we houserule more versatility and usefulness out of potions and rely less, possibly not at all, on healers?

Most common solutions I found were:

  1. Drink healing potions as a bonus actions, which definitely helps and resembles healing word, but, seems e bit too much and inconsistent (I mean, what about other potions?);
  2. Dodge&drink, a solution Hipsters&Dragons came up with, which lets you take the dodge action freely when you drink a potion (, which is neat, but won’t save you from any save-throw imposing moonbeam;
  3. If you retrieve a healing potion this turn and drink it the next one (with two separate free interactions), you don’t need to waste any action since drinking only takes a free interaction". Crawford debunked this possible solution (, and didn’t the DMG establish that potions are magic items and you need to, somehow, activate them? Inconsistencies aside, this interpretation doesn’t really help in the heat of battle, does it?

So, what do you suggest?

Can an Aberrant Mind and Clockwork Soul Sorcerer replace two spells at level up?

All sorcerers are allowed to replace one spell they known when they level up:

Additionally, when you gain a level in this class, you can choose one of the Sorcerer Spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have Spell Slots.

Moreover, the Clockwork Magic feature let the Clockwork Soul Sorcerer replace one of their spell known at level up:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Same for the Psionic Spells feature of the Aberrant Mind Sorcerer:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

My question: can the Clockwork Soul Sorcerer and the Aberrant Mind Sorcerer swap two of their spells at level up, as long as one is from their "normal" list and one is from their origin?

Or, do these Sorcerers have to pick to either replace a single one of their Sorcerer spells using the general rule, or replace a single of their origin list using the special Clockwork Magic / Psionic Spells rules?

Is this homebrew shortbow unique item balanced?


One of my players would like a magical bow, but I want something more than simply giving flat bonuses or extra damage/effects. Ideally it should be something that I can tie into her story/background/path, and that evolves and grows with her. I would like it to feel special, and flexible, but not overpowered. I’m fine with this to be a unique object and the center of her upcoming quests.

For who’s familiar with the world of Wildemount, this items follows loosely the format of Vestiges of Divergence, which are artifacts that "level up" with the wielder over time after key events (controlled by the DM) happen in game.

I’m looking for feedback about the power and viability of this item. I’m fine if the item has many cool uses outside of combat, but I want to avoid for it to be exceedingly effective in dealing damage or protecting the wearer compared to what the rest of the party can do. Unfortunately this item has to be a weapon, and has to give at least some basic bonus of combat capabilities, so it’s quite a fine line to walk.

The Item:


Simple weapon, ranged weapon, artifact (requires attunement) 1d6 piercing – ammunition (80/320 ft.), two-handed

The shortbow is made of an extremely light wood with a deep brown color which shines golden reflections when exposed to the dawn and dusk light. The grip is wrapped in soft, white leather that seems impervious to dust and grime. All along the upper and lower limbs of the bow, there’s a number of empty nooks and crannies.

Sentience: Chainbreaker is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 19 and a Charisma of 16. It has hearing and blindsight out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Sylvan.

Personality: A Curious, incautious and excitable Fey spirit lives within Chainbreaker. It has an insatiable appetite for adventure, bold actions, and a very personal sense of justice and hatred for tyrants and bullies. The spirit wishes to learn more about the world and its inhabitants.

Dormant: The shortbow grants the following benefits in its dormant state:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • You can speak, read, and write Celestial and Sylvan.
  • While holding the shortbow, you can use a bonus action to speak its Celestial command word, causing a flash of bright light to spark from the bow’s handle. The flash reveals for 1 minute all hidden traps within 120 ft. You can’t use this property again until you take a short or long rest.
  • While holding the shortbow, after you complete an Attack action, you can use a bonus action to magically teleport within 30 feet of the target of your previous attack.

Awakened: When the shortbow reaches an awakened state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Your movement speed increases by 10 feet.
  • While holding the shortbow, you can use a bonus action to speak its Sylvan command word, causing a gentle, warm (or cool, your choice) breeze to flow around you for the duration. For 1 hour, you and any creature of your choice within 20 feet of you will benefit from the effects of Freedom of Movement.
  • When you fire an arrow and speak a command word, it transforms into a bolt of pure force, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 5d12 force damage on a failed save, or half as much damage on a successful one. This property can’t be used again until the next dawn.

Exalted: When the shortbow reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +3.
  • You can channel the winds around you to support you in your movement. For 1 hour you gain a flying speed equal to your walking speed. This property can’t be used again until the next dawn.
  • If you target a creature that is grappling or restraining one of your allies, you have advantage on all your attack rolls against that creature.
  • The shortbow doesn’t need physical arrows when attacking. Translucent arrows of pure force magically appear as soon as you draw the bow’s string. The base damage die of this weapon becomes 1d12, and the damage type becomes force.

The theme

This item is an artifact dedicated to a Goddess which values freedom, exploration, open spaces and hates injustice, bindings, and tyrants. I tried to keep it in the theme of the item with abilities for tactical teleport and bonuses when helping out people that are restrained by others. I’m fine with changing anything as long as it can be traced back to the theme.

Possible problem areas

I’m wary of giving out items that increase the effectiveness in combat for a character. I’m aware of the bounded accuracy concept in D&D 5th edition. I would be fine with re-tuning the +1/+2/+3 fixed bonus.

This item has probably too many things going on for a player to actively keep in mind.

What makes a dungeon? [closed]

I’m a game design student, currently writing an article about dungeons. I’ve done quite an amount of research about these, and found out there’s a lot of different definitions for them, some of which contradict themselves. So I’d like you to tell me what, in your opinion, makes a dungeon.

Which things are necessary to make a place a dungeon?

Which things will automatically make a place a non-dungeon?

Which things are making no difference and can be found both in dungeons and in non-dungeons?

Is the term dungeon about structure, theme, content, location, purpose, story or something else?

Well, I think you get the idea. Please try to elaborate as much as possible your answers, I’m not afraid of huge amounts of text. And don’t hesitate to post anything that comes to your mind. I’m searching for clues and inspiration, so reasonibly far-fetched and unpopular opinions are more than welcome 🙂

How do i scout with a bat familiar?

My gaming group in a few encounters will be hitting level 14. I plan on taking the arcane familiar feat, and choosing the bat familiar. My plan is to have the bat passive inside my cloak to gain the benefits of its blindsight while scouting around for my party. Assuming I myself am hidden, would i still need to roll for the bat using my modifiers? And would i have to have the bat on my shoulder for its blindsight to even work?