I’ve been out of the DnD game for a little too long, and forgot a few things here. So here’s a question that is probably going to be easy to answer.
There are some spells, such as Sanctuary, that require the spell be used as a bonus action. Usually Bonus Actions must be prompted in order to be taken, such as a Rogue’s Cunning Action feature that grants a bonus action to the character’s turn.
Can a character make a melee weapon attack with their action, and then cast, say, Sanctuary, afterwards as a bonus action?
Sanctuary 1st-level abjuration; Casting Time: 1 bonus action; Range: 30 feet; Components: V, S, M, (Small silver mirror); Duration: 1 minute
Cunning Action Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.
Last Friday, I played my first session of D&D and I loved it.
I have a little bit of an obsession with seeing how to make characters be specifically optimised in one area. Right now I’m trying to figure out what is the highest usable base AC of a playable race.
So far I’ve come to the warforged race with their heavy armor for Integrated Protection. You have to be proficient with heavy armor, but from what I can tell, that has the possibility of giving the highest usable AC.
Class doesn’t seem to matter, as long as you get proficiency with heavy armor.
But back to the race. With the warforged’s Integrated Protection, the plate armor gives you an AC of 16 + proficiency bonus. At level 16, that would make your AC equal to 16 + 6, for a total of 22.
With that in mind, is there any way of increasing your proficiency bonus other than level?
I am wondering whether one could cast Storm Sphere as an action, and in the same turn immediately follow it up with the spell’s bonus action to deal more damage.
I have a feeling this doesn’t work, going by the PHB’s rule on bonus-action spells (emphasis mine):
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB, p. 202)
But I wanted to check and make sure, in case there’s a slim chance the wording intends to mean if you begin a turn with a bonus action, you can’t follow the bonus action up with a non-cantrip spell.
For example, if a 17th level character with a +6 proficiency bonus and who isn’t proficient in Acrobatics Shapechanges (via the spell) into a Quickling (who have a +6 Dexterity modifier and an inherent +8 skill bonus in Acrobatics), would the character’s new Dexterity (Acrobatics) bonus be +8 or +12?
Great Weapon Master adds +10 damage on melee attacks that hit. Say I subtract my -5 and still hit. If I am a fighter and attacking 2 or 3 times in one action, do I add +20 or +30 damage, or stop at only +10 damage?
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I have a character in my most recent campaign. He is a homebrew race that weakens all checks and rolls in sunlight (unless properly covered), but gives +1AC and the Fire Bolt Cantrip.
His scenario: Warrior (15/Champion)/ Bard (5/Lore). He currently has 3 attack actions and a bonus action, and wants to cast Fire Bolt all 3 actions and bonus (4x 4d10= max 160fire damage per turn)
is this allowed? We called the session early due to how possibly game breaking this could be, and if this is acceptable, I’ll need to readjust accordingly.
Terminology: By “reaction Cantrip”, I mean a Cantrip with a casting time of reaction.
Edit 2: the picture provided might help clear things up as to what I mean, seeing as how this is how the session keeps their character sheets online, using 5e “D&D Beyond” website
Is it possible to add extra AC onto “Adamantine Armor” that we find as treasure? As the Adamantine is uncommon, I would assume that the highest magical increase could be +2, making it Legendary.
I haven’t found much about how to craft magical items in 5e (I do understand why that is) or whether it’s possible to alter enchantments on existing items, so I thought I’d ask.
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I’m gonna be playing my very first D&D game pretty soon and I’m really excited. I’m playing a Lizardfolk monk, and I just finished my character sheet, but I was confused about something.
We’re starting out at level 2. At level 2, the monk gets the Martial Arts feature, which lets them use a bonus action to make an unarmed strike. However, the Lizardfolk has a bite attack that can be used to make an unarmed strike that does 1d6 + Strength mod piercing damage.
Am I allowed to use my Bite as my lizardfolk monk’s bonus-action unarmed strike? Or is that not allowed, since that’s some different ability or something?