I have noticed spellcasters ability to get bonus spells from having a high ability score depending on class (wisdom for clerics and paladins, intellgence for wizards, charisma for bards and sorcerers, I forgot about druids and rangers). Well, what I want to know is, is there a way for someone to get one of their scores up to 30? That includes temporary affects such as spells (ones that aren’t permanent, but ones that are count too of course) and items of any type that could raise that one score. If you can find a away for any of them, that works, but it would be great for someone to find a way to do so for all three (I do know that the solutions would be similar, but different for each score). If you can’t find a way for those scores to get up to 30 but you do have one for strength, dexterity, or constitution, that work too.
I am trying to make a component-based ability system for my new turn based game i am working on. I not sure with the architecture and the approch i am following.
So here my idea:
Every Ability is a Prefab. 4 Ability Prefabs will be attached to every Character, those are their abilitys.
An Ability consists of an AbilityController.cs. This will have the name and some basic data for the ability. Then i will attach one or more AbilityTargetMode.cs. Here i can pick a target mode (enemySingle,enemyAll,enemyRandom,AllySelf,…) and attach one or more AbilityComponent.cs to every AbilityTargetMode. AbilityComponents are "Do Damage","Apply Poison" and so on.
The idea behind this is that i can build complex abilitys:
Do Damage to a random enemy and poison him, then heal self, then apply buff to all allys.
The structure for an ability would be:
-- Controller ---- TargetMode: EnemySingle ------ Component 1: Damage ------ Component 2: Poison ---- TargetMode: Self ------ Component 1: Heal ---- TargetMode: AlliesAll ------ Component 1 : Buff
And so on..
But im not sure about the whole system. Is it something that sounds right? Should i overthink something? And another problem that i have is that i do not know how to attach my Components and my target mode to my Controller/Prefab. Is it better to use scriptable objects? What are your thoughts on the system.
In my campaign my players are working for a secretive organisation, and gets their orders through a magical scroll that lets them send messages back and forth. There are two copies of the scroll, and a copy will display whatever is written in the other.
They now suspect that someone is impersonating their contact, and want to try to locate either the other copy of the scroll, or somehow identify the person writing in the scroll.
Is there a spell, ability, or magic item that will let a PC do this?
So far I’ve identified Legend Lore, which could probably get them some information on the organisation they’re working for, and Scrying, which (depending on how you rule) could let them target the sender. There is also the Retriever, even if it feels a little extreme.
(I could just homebrew something, but it is interesting for me to know if such a thing already exists)
In D&D 5e, there are a number of poisons listed in the Dungeon Master’s Guide page 258. Most of these poisons deal poison damage or inflict conditions. I know that in Pathfinder there are many poisons which reduce ability scores, but I notice an absence of such poisons in this DMG list for D&D 5e. As a DM I’m considering introducing a wider variety of poisons, which also means considering a wider variety of effects.
Are there any examples of poisons in other D&D 5e materials which reduce ability scores?
In OD&D, the order in which abilities were presented and listed was: Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma. Today, the broadly accepted order is Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. When did this generally accepted order change and are there any sources–or logical theories–indicating why the abilities were in that original order and why they changed?
One of our players does not enjoy the metagame of spell memorization / resource management that comes with spellcasting. Our GM has allowed us to retcon her archetype to replace or scale back the spellcasting aspect of a Witch so that she can focus more on Hexes and possibly countermagic. Our characters are currently 5th level and I don’t think she’s cast anything other than Cure Light Wounds once or twice. Neither of us is exceptionally familiar with Pathfinder and haven’t been able to find any options on our own. According to our GM homebrews that are well balanced might be acceptable.
Some additional info about the character: L5 Gnome Jinx-Eater Witch with a Goat Familiar (Black Philip) and the Decadence patron.
What the player would love: For her Goat to be more powerful or hearty so that it can play a bigger role in our adventures.
So I have an idea for a wisdom based Horizon walker. I was thinking of taking shillelagh and produce flame from the druidic warrior fighting style. Produce flame is purely so I at least have ONE ranged option when it is necessary but I would primarily be a melee fighter. I know hunter’s mark works with only weapon attacks but I noticed that the description of favoured foe only states "when you hit with an attack roll", not with a "weapon attack."
So my question is just would produce flame be able to benefit from and apply the damage from favoured foe?
As a corollary to “Does reactivating Hex have any spell Components?,” is the player allowed to choose a different ability when cursing a new creature as a bonus action? RAW, it reads as a no, but a RAI argument could support a yes.
The warlock isn’t recasting Hex after the initial contact dies; instead, he maintains concentration on the spell and shifts the focus of the spell to a new target via a bonus action on a subsequent turn. The spell doesn’t say it must be shifted on the subsequent turn following the death of the target. Rather, it may be moved on a subsequent turn. Relevant text of Hex follows:
Also, choose one ability when you cast the spell. […] If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. (PHB p.251, emphasis mine)
The Hex spell allows afflicting a target with a Disadvantage on Ability checks. I’m having a hard time deciding which Ability to target when hexing a target. What factors are there that should influence my choice in favour of a given Ability during a typical combat?
I understand that no choice is perfect, but I would still like to understand whether (or when) a given choice is usually good (e.g. due to some check being commonly and usefully exploitable by almost any party), situationally good (e.g. in combination with a given class/subclass/build, and/or when facing certain types of enemies), or usually bad (due to lacking meaningful ways to capitalise on it).
This question is entirely inspired by the following:
- Bonus action attack ability score modifier (5E Question)
That question, however, happens to ask about a homebrew method of adding multiple ability modifiers to the bonus action attack of Two-Weapon Fighting and so, ultimately, has a homebrew solution. This question concerns non-homebrew methods of creating this scenario.
Two-Weapon Fighting states:
[…] You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. […]
But what happens when you would add more than one ability modifier to the damage roll? There are a few ways of doing this, and I’ll list the ones I know of below:
The Way of Mercy Monk’s Hand of Harm feature:
[…] When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. […]
The Devotion Paladin’s Channel Divinity: Sacred Weapon feature:
[…] For 1 minute, you add your Charisma modifier to attack rolls made with that weapon […]
The Oathbreaker Paladin’s Aura of Hate feature:
[…] Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier […]
The Ranger’s Foe Slayer feature:
[…] Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. […]
The Warlock’s Lifedrinker Eldritch Invocation:
[…] When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier […]
Note, that perhaps some of these aren’t quite the same as the others, but what I’m asking remains the same: When a feature actually does cause you to add multiple different ability modifiers to an attack made as part of Two-Weapon Fighting which ones are not added to the damage roll?