D&D 3.5e: How exactly do you calculate changing a Line into a Cone?

Exactly as the title is asking. But to be more specific, I am asking for the purposes of the Shape Breath Metabreath feat. As the feat says:

If you have a line-shaped breath weapon, you can opt to shape it into a cone. Likewise, if you have a cone-shaped breath weapon, you can shape it into a line. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Comparing this to the breath weapon of a Dragonborn of Bahamut, which is a Line with a range of 5ft per hit die, how would you calculate converting the breath weapon into a cone? Would a 6th-level Dragonborn of Bahamut breath out a 30ft cone? Or would the length of the cone be reduced?

D&D 3.5e understanding attacks of opportunity

I am currently assisting in the dming of the game as far as understanding rules. in the last game session we played i experianced a AoO for the first time as did the actual dm. A pc(1) was engaged in combat with an enemy another pc(2) standing next to him moved away from that fight does that provoke an attack of opportunity from the enemy. also i understand an AoO to be a free attack so does that mean it doesnt have to roll hit? then one last question in the aforementioned situation if an enemy is engaged with pc(1) and pc(2) attacks enemy does the enemy shift target to pc(2) and does the pc(2) take any negatives for attacking the enemy via melee like a ranged attack would.

thank you for any feed back

Why do elves suffer aging effects in 3.5E?

D&D 3.5 rules specify the effects of aging when reaching middle, old, and venerable age. These effects are the same for all races, with only the age at which they’re reached changing. Forgotten Realms lore states that elves age gracefully and remain full of life until near death. So why should they get the same penalties of age that humans get? Has this ever been addressed?

Is there a feat or a class feature in 3.5e that is similar to Step Up (Combat) from Pathfinder?

I am looking for a feat that in some way resembles Step Up from Pathfinder:

Step Up (Combat)

You can close the distance when a foe tries to move away.

Prerequisite: Base attack bonus +1.

Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

My goal is to prevent a caster to take a 5-foot step away from me while we are engaged in melee, in this way he/she is forced to cast defensively.

I understand that a weapon with reach could easily do the trick, but I can not consider this options.

So, is there any Feat or Class Feature that could help?

Are the 3.5e Dragonlance books third party or official works?

When 3rd edition rolled around, Wizards of the Coast handed the maintenance of the Dragonlance setting to Sovereign Press, the printing company owned by Dragonlance co-founder Margaret Weis. They released several Dragonlance books all the way until the end of their licence, not too long before 4th Edition came rolling around.

But I’m curious if this means that those Dragonlance books are canon. I rarely see them being referenced by guides and people talking about character builds in general, and even then in only a select few cases. which lead me to suspect that the books are not “official” works like the regular, the Forgotten Realms and the Eberron books are.

Is this true? Are they third party works because they’re printed by Sovereign Press rather than Wizards of the Coast? Or are they still official because Sovereign Press was licensed to print them, and they are an established setting and bear the WotC seal of approval?

Are these homebrew attempts at recreating some blast shape invocations from 3.5e balanced for 5e? (Version 2)

This is a follow up to the question: Are these homebrew attempts at recreating some blast shape invocations from 3.5e balanced for 5e?

As that question explains, I wanted to convert some “blast shape” invocations from 3.5e to 5e, specifically those I recognise from the video game Neverwinter Nights 2 that don’t already have equivalents in 5e: Eldritch Chain, Eldritch Cone and Eldritch Doom.

Thanks to Cubic’s answer, I was able to redesign my 5e invocations based on that feedback and hopefully come up with something that’s simpler and more fun to use but hopefully also still balanced, which is my main question.

Here are my second attempts at these invocations, with commentary below:

Eldritch Chain

Prerequisite: 5th level, eldritch blast cantrip

This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that “jumps” from the first target to others. When you cast eldritch blast, you can choose to fire only your first beam, but if it hits, the second beam automatically hits a second target within 30 feet of the first target, dealing half of the total damage dealt to the first target.

When you reach 11th level, your third beam must then target a third creature within 30 feet of the second target, and when you reach 17th level, your fourth beam must then target a fourth creature within 30 feet of the third target. These beams also automatically hit their targets and deal half of the total damage dealt to the first target. A creature cannot be targeted more than once in this way per casting.

What stands out to me in Cubic’s answer is that the extra damage was too good not to pick, but at the same time all the extra dice rolls and fiddliness made it less fun and take up too much time. With this in mind, and with the aim of keeping it simple, I decided it would be best if the invocation used the beams you already have, rather than creating even more targets (and therefore more dice rolls) like my previous version, but this time they just automatically hit (if the first beam hits).

My hope is that automatically hitting (which gets better with more beams when you reach higher levels) is the attractive thing about this invocation, but is also offset by a) half damage, b) you can’t spam the same creature with it, the damage has to be shared around, and c) it becomes an “all or nothing” attack, since if you miss the first attack, that’s it.

I’m wondering if there are too many drawbacks that might make it less appealing, so maybe having it be a choice you can make if the first beam hits might help to make it more attractive again, since if you miss the first attack, you can just continue to fire more beams as normal (although the subsequent beams cannot become chains, only the first beam can). At worst, I could even ditch the half damage part entirely and make all targets take the full damage of the first target, either as well as or instead of my previous sentence?

Either way, hopefully this version is both more fun and less complicated, but still mechanically has a trade off that’s not “clearly better/worse” but is also attractive enough to take for situations where it would be better than just firing your beams individually.

Eldritch Cone

Prerequisite: 12th level, eldritch blast cantrip

This blast shape invocation allows you to invoke your eldritch blast as a 30-foot cone. Each creature within the cone must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. This damage increases to 4d10 force damage when you reach 17th level.

For Eldritch Cone, I’ve gone back to my original draft before I nerfed it, which is the version I posted in my previous question (the nerfed version, that it). My original draft had the total damage match the total damage output from a normal eldritch blast at that level. My intention is for Agonizing Blast to be included in this damage, so it’s actually 3d10 + 5 force damage for an optimised warlock; they don’t add the +5 to each d10, just the overall damage.

Given that Cubic’s answer pointed out that the range was too short and that saving throws become a less reliable way to deal damage as you get to higher levels, I’ve decided to both increase the range (which also increases the number of creatures that can be caught in it) and increase the damage.

Certainly now the short range of my previous version is less of an issue, but being able to deal 3d10 (later 4d10) force damage to a 30 foot cone’s worth of enemies does seem very strong as an at-will ability. Is forgoing the chance to crit and giving the targets a chance to half the damage really enough of a drawback that being able to do all that is still balanced, or have I gone too far in the other direction now?

Eldritch Doom

Prerequisite: 18th level, eldritch blast cantrip

This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage all targets within a 20-foot-radius sphere originating from a point you can see within 120 feet of you. Each creature within that area must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one.

For Eldritch Doom, again I’ve gone back to my original draft before I nerfed it, which is the version I posted in my previous question (the nerfed version, that is). My original draft had the total damage match the total damage output from a normal eldritch blast at that level. My intention is for Agonizing Blast to be included in this damage, so it’s actually 4d10 + 5 force damage for an optimised warlock; they don’t add the +5 to each d10, just the overall damage.

As above, Cubic’s answer points out that the 20 foot area is rather small, and that at Tier 4 play saving throws are a very unreliable way of dealing damage. I realised that part of this problem was actually that “area” isn’t really a term used in 5e anymore; what I actually meant was a 20-foot-radius sphere, same as fireball, which would effectively be a “40 foot area” (as I understand it; hopefully that’s right), so I’ve updated it to match what fireball says. I’ve also increased the damage to 4d10.

My main concern here isn’t so much the same concerns as with Cone, but rather whether Doom now seems a bit redundant compared to Cone given how strong Cone is now? Sure, this can be done from 120 feet away, whereas Cone does not, but is that enough that someone might want to pick this over Cone, or is Cone now strictly better (and therefore overpowered)? Maybe Cone’s damage needs to be dialled back a bit so that Doom still seems impressive to have at 18th level, but at the same time, I don’t want this one to be overpowered too.

But even without comparing it to Cone, there’s also the matter of whether or not its new effects are overpowered, so again, is forgoing the chance to crit and giving the targets a chance to half the damage really enough of a drawback to basically cast a force damage fireball at-will? Does the damage need to be cut back as I suspect I might have to do with Cone? Have I gone too far in the other direction again?

My question is are these three invocations balanced when compared to eldritch blast being cast in the standard way? Are any of them “must haves”, or are there still legitimate reasons to cast eldritch blast normally (or to pick other invocations over these in a way that doesn’t see these actually ending up being underpowered–more so looking at Chain here, since I doubt Cone and Doom could still be considered underpowered)?

Is this (slightly revised) conversion of a 5e homebrew race in line with the power of “strong” (but still LA+0) 3.5e races?

I found a 5e “Anime Girl” race on dandwiki.com. Realistically most “anime girls” are just humans with plenty of class levels, but for the sake of general memery with some friends, I wanted to try converting the first listed subrace to 3.5e.

The Preface

I have come to understand that if you follow the link and read the name of the subrace I’m trying to convert, it’s a word that may raise some flags. It is not–and was never–my intention to sexualize anyone with the content of this question, nor the plans behind it. My friend group uses that term entirely wholesomely, unlike what (from a quick Google search) appears to be the case for the world at large. Because I use it and hear it used in a non-sexual context, I had forgotten that it even had such a disgusting connotation.

If I had specced more into Wisdom then maybe I would’ve looked more into the word and confirmed its inappropriateness for general use, but it didn’t even cross my mind–however, now I know. I apologize for using it in the previous version of this post, and for any feathers I may have ruffled by doing so. For the rest of the question, I’ll instead refer to the 5e subrace–and, by extension, 3.5e version of the race–as “Short Anime Girl”.

Link to the race/subrace

The Goal

Despite how it may seem not-so-serious, I’d still like for the race to be reasonably well-balanced and completely usable as an actual race–preferably closer to the high-tier options like dwarves and humans, but without being too powerful to be considered LA+0. If it falls a little short, that’s fine, but if it’s like kobolds or half-orcs which receive very little benefit compared to their drawbacks (especially relative to other races), then it could probably stand to be buffed.

Ideally, I want to keep the race as close to the source as possible, so as to just make a “3.5e version” of the 5e race rather than inventing anything too new. The original has seen numerous revisions, so I took the page’s entire history as valid inspiration, but I tried not to add or alter anything unless it was based on something that the 5e version of the race has actually mentioned at some point.

The Changes

The 5e version currently gives +1 to Charisma from the base race, and +1 to three other ability scores of the player’s choice from the subrace. Previous versions of the subrace only gave Charisma bonuses of varying sizes. Early versions of the race came with a Strength penalty but very large bonuses to other scores. Most versions of the subrace also imposed disadvantage on Strength rolls. All this in mind, I gave the race +2 Charisma, -2 Strength. The DMG says this is a highly-unfavorable set of modifiers, but the general consensus among players seems to be that such weighting is incorrect. The 5e race seems like one of its major benefits is having above-average total ability score bonuses, but aside from stuff like Lesser Planetouched, I think every 3.5e LA+0 race has net-zero ability score modifiers, so that’s the convention I followed.

The subrace has a size of Small, which I kept. Some versions have a walk speed of 25 feet, while others do not modify the race’s 30-foot speed. Specific beats general, and small/slow races in 3.5e tend to have a land speed of 20 feet, so I went with that. Most versions of the subrace have a carrying capacity increased to that of a Large creature, though. This seems like quite a huge jump, considering (or perhaps to counter) the reduced Strength, so I made the target carrying limit that of a Medium creature. 3.5e’s Powerful Build seems to do everything but increase carry limits, so I instead translated this carrying boost into allowing weapons and lifting/carrying limits as if the race were Medium.

Almost every version of the 5e race has had proficiency in Charisma (Persuasion) checks. Most versions of the subrace also gained proficiency in Charisma (Deception) checks as well as advantage on “Charisma and Persuasion checks”, despite having disadvantage on Charisma (Intimidation) checks. The current version replaces all these advantage/disadvantage traits with a limited-uses-per-day advantage on Charisma (Persuasion) checks. All in all, I took the idea of advantage on “Charisma…checks” and went with a +2 racial bonus on Charisma-based skills that involve interaction with intelligent creatures, with the exception of Intimidation, which gets a -2 racial penalty. I don’t know of any other races with racial skill penalties, but +2 to skills is quite common.

Another feature which has been universal among versions of the 5e race is awkward fall. In most versions this has been an action which damages the user and knocks her prone, while forcing the target to make an (untyped) saving throw or also take damage and fall prone. The most recent version clears up the appropriately-awkward wording, but attaches the feature to an optional part of the Attack action. I’m not aware of anything in 3.5e that causes you to take damage based on your own Strength modifier (which all versions of the 5e feature have done, despite the fact that that’s a lot of damage in a system where falling 10 feet deals just 1d6), but there is the bull rush special attack. So I just made an alternative to bull rushing, which knocks the user prone and–if successful–knocks the target prone, as well.

Almost all versions of the 5e race have had a trait which wanted slight reflavoring for the subrace. When the character is dealt bludgeoning damage, the attack “bounces off” and deals damage to the attacker. It’s unclear whether this is meant to negate the attack, but that would be extremely powerful. Instead, I simply gave the race DR 2/piercing or slashing (where 2 is based on the 1d4 recoil damage of the original)

Lastly, many versions of the 5e subrace have had a trait which has some implications that aren’t relevant to the 3.5e short anime girl race–and, if read literally, is far too powerful for any LA+0 racial trait, anyway. The name of the trait has to do with the idea of other creatures breaking rules in a not-okay way, but I figured it might work if I flipped it entirely, so that the trait instead allows the short anime girl herself to “break some rules” in a way that makes sense for the race:

3.5e (unlike 5e, AFAIK) generally requires characters to be adults (which, as with the 5e anime girl race at large, happens at the same age as for humans). However, there are lots of examples of characters–never mind just short girls–in anime becoming adventurers (even in “difficult” professions like wizard or monk) at any age, so it made sense to allow class levels regardless of age. It’s also particularly common for anime characters (short girls included) to live for hundreds or thousands of years. The current version of the 5e race imposes the same lifespan as humans, but earlier versions of the race said they “will live for however long they will”, which isn’t very clear but seems to imply that they can either will themselves to live, or are able to live until killed. Considering either reading of this phrase, getting rid of the maximum age made sense–in which case, it seemed too powerful to allow mental scores to accrue bonuses without penalties (but immortal characters in media seem none the weaker for their age, so physical age penalties didn’t make sense either), so I removed age-related ability score changes entirely, à la the Endless trait from Dragon Magazine. D&D Wiki has another race with many similarities to short anime girls (but which is pretty overpowered and wouldn’t lend itself to being converted to a LA+0 3.5e race) that has a trait which also gives an indefinite lifespan, so I took the new name from that, discarding any of the actual effects/flavor of the 5e subrace’s trait.

As for the last bits that all 3.5e races require: Common and “Senpai”(Japanese) are Automatic Languages, just like the 5e race. In 5e, Senpai can be traded out depending on the character’s appearance, but I don’t know of any 3.5e races that allow such language options. The race has any normal Bonus Languages to match the 5e version’s freely-chosen extra language. Also, any class can be a Favored Class, since 5e doesn’t have multiclass penalties.

The Result

Short Anime Girl Traits

• +2 Charisma, -2 Strength.

• Small: As a Small creature, a short anime girl gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. However, short anime girls can use weapons designed for creatures one size larger without penalty, and their lifting and carrying limits are treated as if they were one size larger.

• Short anime girl base land speed is 20 feet.

• +2 racial bonus on Bluff, Diplomacy, Disguise, Gather Information, and Perform checks.

• -2 racial penalty on Intimidate checks.

• Awkward Fall: When a short anime girl performs a bull rush, she can choose to turn the action into an awkward fall, gaining a +4 bonus on the Strength check. If the awkward fall attempt is successful, the defender moves back a maximum of 5 feet and falls prone. Regardless of the result, the short anime girl then falls prone.

• Protective Softness: Short anime girl have damage reduction 2/piercing or slashing.

• Limited Immortality: Short anime girls can take class levels at any age. They receive no bonuses or penalties due to age, and won’t die of old age.

• Automatic Languages: Common and Senpai. Bonus Languages: Any (other than secret languages, such as Druidic).

• Favored Class: Any. When determining whether a multiclass short anime girl takes an experience point penalty, her highest-level class does not count.

The… Problems?

Most of these features seem relatively minor to me, but many of them are things which don’t really have much precedent that I’m aware of when it comes to LA+0 races.

As such, I can’t decide if the race is super weak (the ability score modifiers are supposedly quite poor and no number of years will further increase Charisma, awkward fall is largely inconsequential–especially for a Small race, which also has to deal with reduced speed, and the race doesn’t have too many useful features going for it) or super strong (Small size but with Medium weapons/carrying gives powerful bonuses at little cost, the wide range of skill bonuses are very useful in urban adventures, inflicting prone every turn is too dominant or synergizes too well with some particular Feat, damage reduction increases survivability too much or is out-of-line with anything any other race receives, or there’s some unforeseen consequence to being able to adventure at any age).

So, as boring a phrase as I’m sure this may sound here… “Is this race balanced?”