I have started playing the MMORPG, "Last Chaos". I have accumulated a lot of items and now I would like to convert them into real money. How can I go for it? Items I own include Drake Egg, Pink Drake Egg, Panda Leash, Lizard Lingko Leash, Quality Stone and many more.
I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chaos Domain balanced compared to the other cleric subclasses?
While most gods create some from of order, others prefer its destruction and embrace entropy and unexpectedness at all times. Gods of chaos include Eris, Sutr, Zurguth, and Mask, though many clerics worship Chaos itself.
|1st||Chaos Bolt, Grease|
|3rd||Crown of Madness, Knock|
|5th||Bestow Curse, Summon Lesser Demons|
|7th||Confusion, Hallucinatory Terrain|
Before you roll any attack roll, saving throw, or ability check, you may flip a coin. On a heads, you gain advantage on the roll, on a tails, you gain disadvantage.
You learn one cantrip of your choice from any spell list, it counts as a cleric cantrip for you. Whenever you finish a long rest, you may swap it with a different cantrip.
Channel Divinity: Baleful Transposition
At 2nd level, as a reaction at any time, including during your turn, you can use your channel divinity and select any creature within 30 feet of yourself. The creature must make a charisma saving throw. You and the creature switch posisitions on a failed save.
Channel Divinity: Chaotic Casting
At 6th level, whenever you cast a spell, you can use your channel divinity to roll twice on the Wild Magic table. Choose which one of the effects you rolled happens.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, as an action, you can choose 12 9th level spells with a casting time of 1 action that lack costly material components. Assign each a number 1-12. Roll a d12. You cast that spell as a cleric spell without expending a spell slot. Once you use this ability you cannot do so again until you finish a long rest.
What is the Elemental Chaos like visually in D&D 5e?
The DMG more or less covers the air, water, earth, and fire planes but says nothing on the Elemental Chaos nor what it’s like. My only guess is that it’s something like Limbo, both being pure-ish (Limbo has some patches of unchangeable bits) chaos. If 5e hasn’t covered this topic at all, I’m open to lore from the most recent edition on this topic.
The Sorcerer’s Empowered Spell metamagic option reads
Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
While the spell Chaos Bolt reads:
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage… If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
If Sorcerer chooses to Empower Chaos Bolt and has a Charisma modifier of at least +2 do they need to re-roll all of the dice that they wish to re-roll at once or can they re-roll one d8 then, if it does not match, re-roll the other?
As an example:
The sorcerer casts Chaos Bolt and rolls a 7 and an 8. They use Empowered spell and re-roll the 7 getting a 3. Can the sorcerer re-roll the 8?
I’ve decided to run a little campaign for a four player group and they together came up with a glorious idea that certainly produced a solid laugh. They ALL want to play as Norse Dwarves, each belonging to a different Chaos God cult. While Chaos-devoted Dwarves are nothing new (Dawi Zharr), they have a rich history of Chaos devotion. While Norsca itself is a pretty Chaos-susceptible place and this is why I’m even giving thought to the idea… How realistic would it be that the short, sturdy creatures fond of drink and industry turn to any of the four Chaos Gods?
It strikes me as rather outlandish that a magic-resistant Dwarf would turn to Tzeentch, for example. Khorne I could probably see, Khorne worshippers being common to Norsca; Nurgle is once again somewhat doubtful; for Slaanesh there’s the clear possibility of macabre artistry becoming common among the craftsdwarves of the guilds.
It sounds like a very great campaign idea, but I wanted to make sure it would be possible canonically around 2000 IC.
I have been tasked with running a game of The Keep on the Borderlands adventure module, however, I want to have a campaign in the Dragonlance setting, in the age of mortals.
As the characters will be starting in the City of Solace, without other advisement I plan to put the "Caves of Chaos" (location from the adventure module) in the Kharolis Mountains.
Now the question I am faced with, what races / creatures should I put in the caves, and what is their motivation or reason for being there that would be consistent with the Dragonlance setting?
Reading through The Keep on The Borderlands, the most apparent roadblock (among others) is that Orcs and Kobolds are not in the Dragonlance setting. I am looking for clarity on what would appropriately fill such a cavern that could motivate adventurers to explore/root out the area.
My player’s character, a 4th-level Wild Magic sorcerer, cast magic missile as a 2nd-level spell after having previously used Tides of Chaos. Since she had used Tides of Chaos, I had her roll on the Wild Magic Surge table to recharge the feature. She rolled a 07, the dreaded self-fireball. As her character had only 4 HP left, and failed his Dexterity saving throw, he instantly died a spectacular death.
In retrospect, could she have potentially saved her character from instant death by using Tides of Chaos again on the Dexterity saving throw against fireball?
My understanding of the rules was that Tides of Chaos recharges after the wild magic surge is resolved. However, I recently noticed it says that you get it back after rolling on the Wild Magic Surge table, which is arguably complete before the fireball goes off.
Is there any clear rule about this, or is it up to the DM’s judgment?
The Elemental Adept feat (PHB, p. 166) allows one to change treat results of 1 in damage dice for spells with a matching element as 2:
In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
The Chaos Bolt spell (XGtE, p. 151; GGtR, p. 67) has a variable damage type, which depends on the numbers rolled on the d8 damage, including doing cold damage on a 2. It also chains to another target if both d8s have the same number:
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it
Suppose a sorcerer that has the Elemental Adept (cold) feat casts a Chaos Bolt, getting a 1 and a 2 on the d8 results. Can the sorcerer then say that the Chaos Bolt will deal cold damage, treat the d8 result of 1 as another 2 and therefore allow the Chaos Bolt to leap to a different target?
I recently asked the question “What are all the cases where a single attack targets multiple creatures?” and what I meant by that are special cases such as the Hunter Ranger’s Whirlwind Attack feature which states:
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
And the Sage Advice Compendium has clarified:
Whirlwind Attack is unusual, in that it’s a single attack with multiple attack rolls.
The current answer there mentions eldritch blast and chaos bolt as examples of such a thing, and I agree they have similar wording:
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target […]
If you roll the same number on both d8s, […] make a new attack roll against the new target, and make a new damage roll […]
Compare this to the scorching ray spell which has different wording:
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.
I’m now opening this to ask whether or not eldritch blast and chaos bolt count are really examples where a single attack is targeting multiple creatures.
To quote the current answer to my previous question:
[regarding chaos bolt / eldritch blast] This spell allows you to make a single attack that targets multiple creatures, by making several attack rolls.
In Xanathar’s Guide to Everything (p. 151), the spell Chaos Bolt includes the following:
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
Let’s say I cast Chaos Bolt, it hits, and I roll two of the same number on my d8s. However, the party is fighting a lone enemy, so there are no other creatures I want to target.
Can I “choose” to target no-one, since the spell description says “of your choice”, or does it happen regardless, and I just have to choose which party member takes the hit?
In summary, can I choose not to make this extra attack?