## Does this build make it possible to use two concentration spells at once? [closed]

My DM told me to make a 2nd level character, which he approved, and it was a wizard 1, sorcerer 1 with draconic bloodline. I was a dragonborn so I thought I could be a melee wizard with some fun little caster tricks when I stumbled upon this new trick.

I planned to make the character Wiz10/Sor10, using tenser’s transformation. I wanted a weapon to enchant myself, so I planned for a greatsword, with glyph of warding. Of course the glyph can only move 10 ft, so it didn’t seem very practical at the time… until I thought of something.

The bag of holding. It seemed like the perfect idea, but it was too big, eventually I came across the handy haversack, and since it makes an extra-dimensional space, the glyph wouldn’t technically move.

So if you have a weapon enchant it and its hilt with Tenser’s transformation and another self-concentration spell, quicken-step metamagic another concentration spell, could you use three different concentration spells at once. Given that you set the activation requirement to a command word and drawing the sword?

## SORCADIN: Dassem Ultor Build AL10

I am trying to build a character along the lines of Dassem Ultor from malazan saga. Summarizing the character for those lucky enough to haven’t read the saga yet:

• formidable swordsman
• commander with unparalleled charisma  (He led from the front of every battle and soldiers shoved each other aside just for the chance to fight near him.)
• at one point in his career he entered into some pact with a god of death

The idea is to create an untouchable swordsman who immobilizes his enemies by terrorizing them with his fame.

Therefore conquest paladin who at some point in his career enters into a pact with some goddess of death (divine sorcerer)

We come to the build:

The idea is to give up a little bit of power in the first levels to get optimized later.

Variant Human (dex-cha): str 13 – dex 14 – con 12- int 8 – wis 12 – cha 16

1st feat: Defensive Duelist or Inspiring Leader

The plan is to take a level in hexblade soon to use CHA as attack modifier.

STR 13 serves me to multiclass and is enough to wear the first armors (dex +2 also gives me great options if I find medium armor worthy of note).  I’ll start with rapier and shield then I’ll give up only a +1 up until the hexblade level, then we switch to using CHA.

CON is the only big leak but with an excellent armor class (20 if we count the possibility of using the defense duelist feat, 21 with defense fighting style) and all the protections of the paladin class, the PG could work until I’ll find or trade an amulet of health, as well as a belt or gauntlet for STR in order to use an end game armor. (I hate wasting an item over a good ability score)

The progression should be:

1st feat: defensive duelist or inspiring leader

4pal-1hex: ASI +2 CHA

8pal-1hex: ASI +2 CHA

8pal-1hex-4sor(Divine): ASI +2CON if haven’t find amulet or the other feat named in 1st lv

8pal-1hex-8sor: ASI +2CON or Shield Master feat

I really like the 3 feats option without increasing CON

what do you think? particular regard to:   the choice of the fighting style: imho defense > dueling cos AC scales very little while 2 damage becomes negligible going forward and it helps with the CON leak of the build

alternative feat:  Defense duelist seems to me very good for the 1st levels but later against more numerous opponents (the reaction is only one) and with more options to use the reaction it seems to me weak.it also forces me to use a rapier when I might decide to vary in a STR sword once I have found a good belt.

alternative level progression, knowing that i can’t wait to see Dassen immobilize opponents with aura of conquest while guardian spirits tear them to shreds.

## Algorithm to build tri-nodes in MapleStory

This problem is originated from the game MapleStory, where the player needs to build "tri-nodes" to enhance there skills, and each skill should appear in two different tri-nodes. For my character, kanna, I want to enhance 9 skills with 6 tri-nodes (2×9=3×6). After thinking a while for an optimal strategy, it seems to me that the problem isn’t that easy. I henceforth abstracted it into an algorithm problem showing below. Please let me know if there is anything unclear in the problem description. Thanks.

A card is a tuple of three letters in [a,b,c,d,e,f,g,h,i], and the three letters within a card are different. For example, (a,b,c) could be a card, but (a,a,c) can’t be because there are two same elements.

We can take exactly 6 cards to acquire 3×6=18 letters, and we want each letter in [a..i] appears exactly twice. However, we cannot take two cards that share the same first element. For example, the following set of cards satisfy the requirement. Each letter appeared exactly two times, and the first elements of these cards are unique.

[(a,b,c)(b,c,a)(d,e,f)(e,f,d)(g,h,i)(h,g,i)]

For a deck of $$n$$ cards ($$n$$ can be any integer), if there is a set of 6 cards that satisfies the above requirement, we say that this deck is complete, otherwise we say it’s incomplete.

Given a deck of cards,

• (a) determine if the deck is complete.

if the deck is complete, find an algorithm to

• (b) find a solution.
• (c) find all solutions.

If the given deck is incomplete, the requirement cannot be satisfied with the cards in the deck. In such case, a randomly generated new card will be added into the deck. The new card is generated randomly, meaning that [a..i] are equally probable at each position of the card tuple (but still the three positions will be different). After adding a random card, if the deck is still incomplete, another new random card will be added again. As such, we can expect that as the number of cards -> $$\infty$$, the deck will eventually become complete.

• (d) Find an algorithm to take $$m$$ cards ($$m<6$$) from the deck, such that
1. $$m$$ is as large as possible;
2. each letter appears at most twice;
3. it is possible to take $$(6-m)$$ new cards that may be added in the future to satisfy the requirement. List these new cards.

For example, the following deck is incomplete: (a,b,c)(d,a,e)(f,d,c)(b,e,f)(g,c,b) We cannot take all of them because there will be more than 2 b’s and c’s.

we can have two solutions:

1. (a,b,c)(d,a,e)(f,d,c)(b,e,f)

with the appearance count [a:2,b:2,c:2,d:2,e:2,f:2,g:0,h:0,i:0]

and the needs count [g:2,h:2,i:2]

1. (d,a,e)(f,d,c)(b,e,f)(g,c,b)

with the appearance count [a:1,b:2,c:2,d:2,e:2,f:2,g:1,h:0,i:0]

and the needs count [a:1,g:1,h:2,i:2]

For the former solution, we want the new cards, for example, (g,h,i)(h,g,i). For the latter one, we want the new cards, for example, (h,a,i)(i,g,h). The possibilities of getting the needed cards might be different.

• (e) There might be multiple solutions for (d). Find one that has the maximum possibility to satisfy the requirement with fewest new cards.

## How to build a knight commander?

I would like to build a character for D&D 3 ed (3.5 acceptable too). My intention is to build a heavy-armored melee combatant who would be able to withstand some punishment, deal some damage and support other characters by inspiring them. That sounds like a perfect job for a Paladin, but I don’t really enjoy playing a (limited, but still) spellcaster and their specialisation with fighting (turning, smiting etc.) undead and other evil creatures is not necessarily what I’m looking for.

I was considering going for a cleric or a bard, but spellcasting is not to my liking. I thought of simple fighter, but there is little I can do in the whole “inspiring” business. Cavalier seems great, but his reliance on mounted combat is a no-no in dungeon environment. Paladin would be OK (I could ditch the class when I move on to a prestige one), but it’s alignment restricts me. I would prefer the character to be Lawful Neutral, but it seems nigh impossible to find a good combination of classes for this alignment – most knights require you to be Good, while bards and the like require non-lawfulness.

I found Purple Dragon Knight and Warchanter prestige classes, but I would be open to similar ones as well. I don’t know how to start – what base class to begin with?

My requirements, in descending order of importance:

• heavy-armored melee combatant
• capable of inspiring the whole party (with a bardic song, blessing, commanding shouts etc.)
• capable without a mount
• non-spellcaster
• Lawful Neutral
• relying of Strength, Constitution, Charisma
• bonus points if a character can be built as a half-orc and have a Leadership feat

## How can I optimize my build for large (10+ players) parties?

I plan to soon join a 5e group with over 10 PCs in the party at any given time. Are there any feats, builds, classes, etc that can be used to capitalize on this very large party size?

This may seem like a very broad question, but I’m struggling to find anything at all that meets this criteria, so I can only assume that few answers exist. The obvious solution was to seek out anything that affects something like "all allies within 30 feet", but I’ve had difficulty finding any such thing. The first place that I checked was the Battle Master Fighter’s maneuvers, but all of those seem to only affect one ally at a time. Furthermore, due to Bardic Inspiration allowing only a single target, the Bard has very similar restrictions. Where else can I look?

## Build PDA for a language with unknown input alphabet

$$L_1 ,L_2$$ are regular language. We form a new language $$L_{12}$$ as follows: $$L_{12}=\left \{ w_1\cdot w_2|w_1\in L_1\wedge w_2\in L_2\wedge|w_1|=|w_2| \right \}$$

In this exersice I am not given any alphabet and I’m required to build PDA for $$L_{12}$$, but by definition $$M=\left \{Q,\sum,\Gamma ,\delta ,q_0,-|,F\right\}$$ and I don’t have any alphabet to work with.By intuition if the alphabet is similiar can effect the solution than if it wasn’t similiar.

## How can I optimise my multi-class build for damage and survivability? (Rogue-Druid-Warlock)

I need some support with optimising this multi-class build.

I’m playing in a D&D 5e party where we receive high incoming damage.Our GM is allowing us to multi-class and use feats and spells from the core books as well as Unearthed Arcana (UA), e.g. Feat/Spells from 2020 UA relases. The storyline in our campaign is likely to come to an end when we reach L12; so, I have another 4 levels probably.

My PC is a Satyr and my stats are:
Str (8), Dex (16), Con (16), Int (9), Wis (16), Cha (16)

The build I have chosen so far is:

• L3 Rogue (The Revived) UA
• L3 Druid (Circle of Spores) UA

I have chosen my classes and sub-classes but:

Where do I go from here – what is the best order to level my next 4 levels?

### Criteria are: single-target damage / survivability / action economy

1. I want my main role to be damage support on single targets

2. I also want to be able to survive/escape with ease

## How to build interesting exploration challenges for mid- to high-level characters?

As a DM, I feel like I have a pretty solid grasp on how to build interesting combat and social encounters for parties of any level. However, I often struggle to do the same for the exploration pillar of the same, especially at mid to high levels.

Note that this question is about the exploration pillar as described in the basic rules:

Exploration includes both the adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens.

The problem that I’m facing is that most exploration challenges I can think of such as deep chasms, poisonous swamps, lava streams, hidden treasures, et cetera are trivially defeated once the party has access to spells such as levitate, fly, locate object, create food and water, … Some of these spells are available at lower levels but there they actually take a significant investment of spell slots, which becomes less of an issue at higher levels. I do not want to take away these spells from the party, but that means many exploration challenges I put on fail to provide an actual challenge.

One possible way to answer this question would be to provide a list of what elements make up an interesting exploration challenge. For the combat pillar, these elements would be things like: interesting enemies, an interesting location, a clear objective that isn’t just ‘kill all enemies’, … Likewise, for social encounters these elements include the different factions involved as well as interesting personalities for NPCs, their objectives, secrets, flaws, … So my question is: what are the elements making up an interesting exploration challenge?

## I heard of a famous lasombra build, and I wonder how does one make it work?

I’m a DM for D&D and Vampire the masquerade. After I looked on some D&D Multiclass Build that could break my games (and gave me ideas for bosses), I search some build for Vampire the masquerade. I found out only one build that always return on the table, with only few things explanation:

The so called Lasombra Death machine (Yeah I know their is one more word, but no I will not write it).

The only explanation I found was on a forum topic about making de greatest supernatural fighter:

Str 1 Dex 1 Sta 5 Manipulation 5

Occult (obtenebration) 5

Obtenebration 5 (will always be in Tenebrous form)

Relevant Merits: Discipline prodigy (Obtenebration) The difficulty for any use of this Discipline is reduced by 1 to a minimum of 4.

Preparation: cover area of battle in Shroud of Night

Tactics:

1. Spam Arms of the Abyss
2. Direct x Arms to hold the opponent, with x=half the number of Arms summoned, until the total number of grappling arms =the number of actions the opponent can achieve in a turn. 2a. Do not forget bonuses for attacking helpless opponent 2b. Do not forget multi-attacker penalties for opponent.
3. Remaining arms use constrict melee attacks for 7L damage per arm per turn
4. Win

But I’m not able to believe that the entire build. Is it really just that? THE thing that all game masters should be prepare to handle?