Reading the Bard wen in "Expertise" describes that one must choose 2 of your "Skill Proficiencies" does it include "Light armor proficiency"? And if it doesn’t, then what are the "Skill Proficiencies" I can add this to? Is there a list of them?
OK, so the armorer artificer (UA) specialization states:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Page 195 of the PHB states:
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
This, to me, implies that the artificer can use a shield, have his gem-node on his chest attack, and still has a hand free for an off-hand thrown weapon attack (as long as it’s a simple weapon). The fact that one of his infusions can allow boomeranging thrown weapons make this viable if, you know, it’s viable.
Anyone have any insight?
I have been unable to see a mechanic for donning and doffing armor and shields during combat.
Is this "free" or is there an action cost?
When using the Craft skill to create armor. It says the difficulty to create an armor is 10+AC bonus. So, can I create an armor that gives 25 AC? The DC would be 35. I wonder if it’s possible to create only existing armor. How does it work?
Can Armor of Hexes be used to cancel a ranged spell attack like Scorching Ray? Does one ray count as an attack roll because you roll to hit?
Armor of Hexes
"At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll."
"You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage."
The Bracers of Armor page states:
Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost.
And, a Q&A with Jason Bulmahn clarified that Bracers of Armor do not count as any wieght class of armor, so any ability that specifies that it can only be put on light/medium/heavy armor can’t be put on Bracers of Armor.
With those restrictions in mind, which Armor Special Abilities can you put on Bracers of Armor?
This question is mostly for hypothetical fun because setting all of these up isn’t super practical (unless it’s a 1-on-1 campaign perhaps?)
But with all of these stacking, how likely are you to be hit by an enemy? (let’s assume they have Hexblade’s Curse on them for Armor to work)
This probably depends on AC and to-hit from the enemy too, so let’s just take a look at a decent 13 AC, with the enemy having a +7 to-hit. It’s up to you if you add to hit or AC too to really look at how hard it is to hit something with absurd AC + all these defensive buffs, or how much high to-hit really helps.
I have a character who found a magic vest that enables the wearer to cast prestidigitation at will. The character wants to wear the vest into combat. I ruled that the vest, a loose-fitting item of clothing much thicker than a simple shirt wouldn’t fit under leather armor, so he wears the vest over his armor.
What are the rules for damage to magic items like this? Are they immune to typical types of non-magical damage delivered in combat? What about magical damage?
Or is it unreasonable to make him wear it outside his leather armor? That would make his decision seem less problematic, but even under armor, when characters take slashing, piercing, fire or acid damage in combat, the arrow or whatever would pierce the armor, and therefore the vest, at least some of the time. (Sometimes the hit might be in an unarmored part of the body.)
The only thing I could find is DMG p.141 “Most magic items, other than potions and scrolls, have resistance to all damage.” But it doesn’t say immunity, and if it has resistance (takes half damage) then that implies that it has some amount of damage it can take before being destroyed. And in the table of minor properties on p.143, one of the properties is unbreakable, implying that items without this property can be destroyed.
I could just be over-complicating things. I could ignore it and just let him wear the darn thing. It’d be too cumbersome to have to take it off before every combat. But I’m curious what other people have done.
In a recent dungeon crawl, I was ambushed by some grey ooze. The ooze managed to land a couple successful hits on me, which would normally cause my armor to degrade. However, I was using a set of mithral chain mail that I had found in a previous session. I know that the statistics for mithral and adamant items are found in the DMG, which leads me to believe they are magical, but their descriptions don’t really imply that they are magical.
Is the mithral armor considered magical for the purpose of resisting effects like degrading from the ooze? I also know that adamant armor and weapons exist in our game. Would they follow the same ruling as mithral?
My question is an extension of this question.
Does the animated shield count as being armored for the mage armor spell?
Based on mage armor‘s description (emphasis mine):
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
I’d assume you would have to cast mage armor after activating the shield and when you retrieve the shield you lose the mage armor, effectively reducing mage armor‘s time durability to a single combat.
To counter the possible duplicate: I am asking about the animated shield magic item, not the 1st-level shield spell.