How does the ranger’s DPR stack up against other martial classes?

While there have been many attempts to revise the ranger, the base class offers a lot of ways for the ranger to boost their damage. Paladins can spend a 1st level spell for a 2d8 smite, but ranger’s can spend a 1st level spell for +1d6 extra damage on all weapon attacks for an hour.

I’d like to ask for a comparison of the ranger’s DPR with other martial classes, but particularly the fighter. Some parameters:

  • Characters should be assumed to have max out their attack stat (STR or DEX) as early as possible.
  • Rangers, fighters, and paladins should be assumed to have the Dueling fighting style and using a longsword or a rapier. Other martial classes should use their most effective weapon.
  • No feats.

These restrictions preclude extensive character optimization. Nonetheless, characters should be assumed to be optimizing tactically. A barbarian should be raging, a rogue should be sneak attacking, a paladin should be smiting (although that’s a very limited resource), and a fighter should be action surging when possible. So this might require some comparison of first fight of the day, last fight before a short rest, and last fight before a long rest. Importantly, the ranger should be assumed to be making use of 3rd level subclass damage boosting powers when possible (Colossus Slayer, Slayer’s Prey, etc.) and using Hunter’s Mark whenever they have a 1st level spell slot available.

Comparing DPR at key levels/tiers of play would be helpful.

Does the Faerie Fire spell give advantage on attacks against invisible creatures?

The description of the faerie fire spell states:

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

As I read it, there are two ways to interpret this. The first is that being held unseen is a benefit of being invisible, and therefore the spell removes that benefit. Since the invisible creature is then visible, you have advantage against it.

The other interpretation is that the order of the sentence matters; first, check if you can see them, and you have advantage if you can. Then, strip them of the benefits of invisibility. In this case, you would have a regular attack roll against the creature, without disadvantage from being invisible nor advantage from Faerie Fire.

What interpretation of the rule aligns with the intention of the faerie fire spell?

5e: Artificer: Does infused magic item count against maximum number of infusions?

I would assume the answer is ‘no’ but I wanted to check.

It feels very odd to be able to replicate (up to) 4 magic items at level 2, but only ever be able to use two of them at a time at that level, because it just saves you a bit of money early on, Or, for example, if you replicate a bag of holding, you can only ever have one other infusion active.

I have seen a few people claim that the replicate magic item infusion does not count against the standard 2 max infusions (at level 2). Just that you are limited to having only 1 replica of your chosen magic item at any one time. The claim is that (TCOE p12) the reference to an ‘infusion ending on a bag of holding’ is only applied if you attempt to make a new bag of holding, but I wanted to ask what other’s thought

I like this second option better, as it means you can play more with your enhancement infusions and so that if you ever want to change your other infusions, you don’t have to constantly pick up every item that pops out of your bag of holding (since it would be the oldest infusion every other time, you would have to re-create the infusion and put everything back into the bag)

trapping against casters

I am playing a 10th level chronomancy wizard who has blatant paranoia about there being a group of archwizards out to get me(probably true but acting WAY over the top), I have access to a warehouse that is only for my use as a "sanctum"/bunker and plan for it too essentially be a minefield and overall a casters worst nightmare. the only consideration left for non-mages is some anti charm/dominant stuff. I plan to use glyph of warding to cast dispel magic whenever I am charmed/dominated along with glyphs of warding: counterspell whenever anyone other than me casts spells. what other trap/antimage creations can I make as a wizard? I assume blocking line of sight with a wall of stone would be good, anything important weighed down to avoid mage hand, what else would work?

looking for a way to protect myself against divination with the least amount of ressources

I am a fairly high-level wizard. I could learn mind blank or nondetection, or use an amulet of protection against detection and location, But 8th level slots are too valuable, burning 25gp every day is annoying, and I don’t want to use an attunement slot on this. Is there anything that I can do? I was thinking of using the simulacrum of a monster or summoning and binding an outsider with the right ability, but the simulacrum ability would have to be at-will or not be a spell because simulacrums don’t get spells back, and the summoned outsider must be cr 9 or less. Is there anything in the monster manual that would fit? Or any other solution I could use?

Can you stealth against tremorsense?

I am confused to the interaction between the monster special ability tremorsense and skills of perception and stealth.

Specifically what my issue is that tremorsense gets to "automatically pinpoint the location of anything that is in contact with the ground".

When reading the perception rules you have "Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range".

The action for perception is "Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action." This could also be worded as "Most perception checks are automatic". Now this doesnt include pinpoint, which does matter?

So the automatically part is talking about the action to make the check, they dont have to focus or take time, it just happens. This is further supported by perception getting a bonus of +8 as long as both are touching the ground, otherwise, why bother giving a bonus to notice things if you are always successful in noticing things touching the ground within your range?

So, could you use stealth to sneak up on something ONLY using tremorsense?

Does the paladin’s Divine Health feature protect against both common and magical diseases?

By 3rd level, a Paladin gains the following ability (PHB, pg. 85):

Divine Health: The divine magic flowing through you makes you immune to disease.

Does this protect against both common AND magical disease?

There is no differentiation between the two. Disease is simply disease in the relevant entries (which I can’t find anymore). A few spells afflict you with disease; sickly common folk may be diseased, and certain magical aura’s on enemies may inflict a diseased state. Since these all count under the ‘Disease’ umbrella, and the Paladin trait simply says a magical energy is making you immune to disease… I assume this is read as “Immune to [all] disease.”

I think my DM is consistently faking dice rolls for saves against a specific spell; how do I call my DM out?

I’ve been watching one of our players repeatedly cast toll the dead (Xanathar’s Guide to Everything, p. 169), across seven sessions, and a dozen different combat encounters, and the DM has never once allowed her to do any damage with the cantrip. She has a spell save DC of 16, yet our DM always “mysteriously” rolls the saving throw.

Obviously, “just quit the game”, “that group is not for you”, are the answers most folks will immediately suggest, but I’m not the one playing a warlock and I feel like telling her to quit would be awfully rude of me. She’s a really quiet and shy person, and I can’t help feeling like someone needs to stand up and defend her. Last session she looked like she was on the verge of tears.

Anyone have a creative method of calling your DM out for being a dice cheat in front of the entire group? I’m really disgusted by his behavior and I’m guessing that statistically speaking the permutation is so large by this point that his monsters have won the powerball ten times over.

How would three level tens fare against a CR 14 False Hydra

I’m currently writing a one-shot adventure to run with my friends that has a false hydra as the final boss. I found the stat sheet for it here I’m planning on using the adult form with only three heads. Do you think that this thing is beatable with this party? Or will I need to bump it down a notch?