How is miss chance calculated if a caster has Entropic shield active and is inside Darkness spell?

My question is simple. I have a warlock that has following invocations:

Darkness:

“This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.”

Entropic warding:

“A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.” Devil’s Sight: “You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.”

Devil’s Sight:

You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.

With entropic warding I get 20% miss chance on ranged attacks as deflection. In addtion, Darkness grants 20% miss chance if the caster is in it. If I am inside darkness and I have entropic warding on, do my miss chances stacks up to 40% (given I get ranged attack) or do I roll miss chance twice as twice with 20% with each roll.

When is it best to use the second chance repalcement algorithm?

I’m going through ‘Operating Concepts’ by Silberschatz, Galvin and Gagne (The Dinosaur Book) and it mentions the Second-Chance Algorithm (not enhanced) as an improvement on the FIFO replacement algorithm.

My question is, is there ever a case where this algorithm would perform better than, say, the Least Recently Used algorithm or even something like the Farthest-in-Future Algorithm? The book describes how the algorithm works but doesn’t offer a lot of information on when it would be useful, other than just in improving ‘FIFO’.

How to practically handle the 33% chance to be unable to cast Wish ever again?

The description of the wish spell states:

Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

I’m trying to figure out how to handle this limitation. The rest of the question assumes that the caster is casting wish for purposes other than casting a level 1-8 spell.

My grasp of statistics is OK. My DM’s? Less so.

How I expect it works: every time I cast wish there is 33% chance I may never cast it again. But I want to cover the naïve questions I expect that my DM is going to have. For instance:

  1. I want to know if a caster is bound to not be able to cast wish anymore, meaning that in the best case after 33 casts without suffering the stress, the caster will definitely suffer it on the 34th cast.

  2. I would like to know who or what decides that 33 percent is achieved. Does a die have to be rolled? Must another random mechanism be used? And who triggers it: the DM or the player?

  3. If the DM/player wants to roll, can the roll be a d6, or must it be a d100? The spell says “33.0” percent, right? Not 1/3 (or 33.333… percent). So a d6 can’t be used, can it?

  4. Can feats, abilities or spells altering the roll be used?

Are there any ways to regain the ability to cast Wish after suffering the 33% chance to never be able to cast it again? [duplicate]

Are there any ways to restore your ability to cast Wish after suffering from the stress described in the final paragraph and losing your ability to cast it?

From the description:

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

What is the maximum possible chance to critically hit?

What is the highest possible chance to critically hit? This can include content from any official source as well as unearthed arcana.

For example the level 15 Champion Fighter can critically hit on a roll as low as an 18. If the character has advantage they roll two dice. The Elven Accuracy racial feat allows you to reroll 1 of the d20s essentially creating double advantage. If you also take the Lucky feat you can roll an additional d20 essentially creating triple advantage.

Note I’m looking for chance for the die roll to result in a crit NOT factoring in the fact that any hit on a paralyzed or unconscious enemy or features like the rogue’s Assassinate feature.

I’m looking for both the methods used and the overall %chance to hit. For reference the character does not have to be viable in a game, this is pure theory-crafting.

What should be the rarity of this Homebrew Critical Chance Item?

Several classes have access to features that improve the likelihood of rolling a Critical Hit, such as the Improved Critical feature of the Champion Fighter. All of these abilities, however, are distinctly non-stacking.

Here, I’ve proposed a magic item that would expand the dice roll range for a Critical Hit for any user, including those that already have access to some manner of Improved Critical.

Helm of Mystic Sight: Requires Attunement. While wearing this helm, you can add 1 to the value of a die for the purpose of determining a Critical Hit.

What should be the rarity of this item?

My gut feeling is that this item should be Legendary, as Critical Hits can be extremely powerful on classes like the Paladin and Rogue, but I’m wondering if I may be overestimating its power.

A million-to-one chance to succeed an attack? [closed]


Flavor

I like when my attack rolls succeed often. D&D 5e is designed to have success rolls roughly two thirds of the time. That’s too low, way too low. I think that nine times out of ten is better, much better.

I made my research and I know that the best way to succeed nine times out of ten is to have exactly a million-to-one chance1. So to invoke that rule, my build must have exactly a million-to-one chance to hit an opponent.

Build request

Hitting as a level 1 against a level 20 opponent usually has a twenty-to-one chance (1/20) to hit: the natural crit. Hitting as a level 1 with disadvantage against a level 20 opponent has a four-hundred-to-one chance (1/400) to hit: I should roll 20 on two separate dice. Let’s go down and reduce my chance to hit by adding other mechanics.

How should I build my character to have exactly a million-to-one chance to hit on an attack roll each time I want to hit? The build should have lots of dice to throw to reach that million-to-one chance, but it should reliably reach that million-to-one chance. This boils down to having a lot of dice to throw (possibly sequentially, not especially at once) to make an attack against a creature of your choice and the total chance to hit must be 1/1000000 (or equivalent: 2/2000000, 3/3000000, etc.).

Rules:

  • There must be two consecutive tries to hit with 1/1000000 (or equivalent) chances.
  • Use any rule from any officially published, non play-test material (meaning, take all you want from any officially published source, including PHB, DMG, VGM, XGE, adventure books, but no Unearthed Arcana)
  • The character can be of any level, of any combination of classes
  • Magic items are allowed
  • If buffs are required, the character should use them by himself.
  • The opponent to hit is of your choice from the MM or the VGM or any official adventures but wants to kill my character as soon as possible, but my character must stay alive for long enough to have at least two tries to hit with a million-to-one chance.
  • (De-)Buffing rounds are allowed
  • Damage dealt by the hit is unimportant
  • No Wish.

1: if you know who to invoke.

How to increase monk’s chance to land a Stunning Strike?

My monk is a multi-class character (Monk 9/Paladin 8) in a homebrew 5e campaign and clearly does not have too many ki points as level 17 character. I also find it inconsiderate and boring when burning through ki points in just a few rounds to attempt to stun a monster (which is even more challenging with Legendary Resistances).

What spells, feats, skills, class features, etc. can help monk to successfully perform a stunning strike? (5e and Unearthed Arcana)


Some solutions I am aware of after extensive research:

  1. Increase monk’s wisdom ability score

    • Feats: Resilient, Observant, Prodigy (UA), etc.
    • Items: Tome of Understanding, Ioun Stone, Book of Exalted Deeds. Maybe more?
    • Spells: Wish. Maybe more? Any way to temporarily increase WIS?
  2. Negatively affect target’s Constitution Saving throw:

    • Spells: Bane, Bestow Curse, Contagion, Glyph of Warding (indirectly). Maybe more?
    • Class Abilities: Wizard’s Portent, Sorcerer’s Bend Luck. Maybe more?
    • Items: Nothing in 5e and UA?
    • Other: Inflict exhaustion condition level 3, make monster own a treasure from a Mummy Lord’s Lair. Maybe more?

Would a monk using Shocking Grasp chance double damage?

I think this might be answered here, but I’m not quite sure I understand this spell’s wording.

I have a monk who focuses on making her actions the most effective, be it dealing the most damage, gaining the best intel beforehand, increasing the odds, or using trickery to avoid a fight altogether.

On that last note, I was considering if Magic Initiate would have an awesome combo to increase her bag of tricks, as Prestidigitation and Minor Illusion are already taken care of, and right now, I am trying to consider how she’d use the Shocking Grasp cantrip:

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

From what I read, the player’s hand would stop short from actually touching the person, but I know my monk would have to do so intentionally, seeing this as a HUGE missed opportunity. Like Morphius says “Stop trying to hit me and hit me!” so she’d most likely prepare the spell and lash out with every intent to perform an unarmed strike expecting 3 possible results:

  1. She swings and misses, but the lighting doesn’t.
  2. She swings and hits, but the cantrip is a dud.
  3. She swings and hits, but also having the lightning shock the enemy a microsecond before.

As far as I can tell, since the spell doesn’t state that the target flinches out of the way or that “you failed to touch”, I don’t see why using this to double the damage on a punch wouldn’t be allowed, but I can understand the argument that (in scenario 3) she would end up technically using a spell AND an unarmed attack at the same time (totaling 4 possible hits with 1d8 and 3d4 using 2 ki points).

So I’d like to ask for clarification if “Try to touch” means a guaranteed fail, or it has potential to do even more damage?