Stacking various slow effects, such as difficult terrain, prone, etc. Assuming a 30 ft movement, and the character will dash if possible, but there movement must be greater than zero in the end result. Also, for this experiment, it should not be done on a grid, and movements less that 5 feet or fractions of a number of feet are still considered movement.
In Tasha’s Primal Companion feature it doesn’t say that the beast doesn’t roll initiative, just that it acts during the player’s turn. Is that enough to mean that it’s the player that has to roll initiative?
I assume the answer is yes, but it would be nice if you were playing a strength build ranger, or to take advantage of the Primal Bond.
So this is a theorycraft idea that’s been floating around my head for quite a while now: what’s the most self-sufficient character possible in D&D 5e? Assuming we use the game’s rules and lore/fluff of the "default D&D setting" as reference.
What do you mean by self-sufficient?
Let’s use a story as an example: imagine your new DM turned out to be an Evil Demigod who kidnaps you into the world of his D&D campaign. There’s an empty character sheet in front of you, and as soon as you fill it out (according to normal character creation rules), he’s going to reincarnate you as that character and start his evil campaign.
Now, as you mull over what kind of character you should create, you think about the few key pieces of information you found out:
- The only way you can escape this hellish fantasy world is by beating the campaign
- The DM wants you dead, but he can’t just go "Rocks Fall, everyone dies". He must kill you in an at least somewhat fair and legitimate manner.
- The DM’s campaign is, in fact, beatable, and with the perfect strategy, the success rate is above 50% (dicerolls and RNG included).
- The evil DM’s world follows the rules and lore of the game, so you can get away with cheesy exploits such as wish+simulacrum or coffelock. (You’ll see why they don’t matter in a second)
- The DM will take it easy at first, so let’s assume that you’re able to survive the early levels and also find some kind of ridiculous cheese that allows you to reach level 20+ (You gain an Epic Boon for every 30’000 exp past lvl 20).
So if we want to maximize our chances of making it through anything our evil DM throws at us, what problems do we need to solve?
1. Party Members
D&D is (I think) a game where you’re supposed to rely on your companions for solving problems you yourself can’t handle. However, it’s all but guaranteed that the DM will find a way to separate the party, possibly for years on end. So, everyone needs to be self-sufficient anyways.
2. Magic and the Weave
Magic in D&D is very powerful, capable of solving most problems. It also becomes completely useless once we find ourselves in an Dead Magic Zone. As far as i know, all magic in D&D depends on the Weave. This includes things like Ki, Psionics, and perhaps even Divine Magic. Wouldn’t it be a shame if an Eldrich Horror from the Far Realms came along and ate the entirety of the Weave for lunch? This would turn the entire multiverse into an giant Antimagic Field. But we still need a way to kill monsters immune to nonmagical bludgeoning/piercing/slashing damage! The Monk’s Ki-empowered strikes feature, as well as similar features such as the Warlocks Pact Weapon, were confirmed to be supressed in Antimagic Fields, so they’re out of the window. All that’s left are mundane means, Artifacts, or Deities. Speaking of Deities…
3. Divine Intervention
You might be tempted to rely on a God’s power – after all, spells cast by them aren’t suppressed by antimagic. Unfortunately, gods in D&D, especially in epic-level campaigns, tend to be surprisingly killable. Wouldn’t be it a shame if that Lovecraftian Horror slaughtered all the gods after eating the weave? If we want to be self-sufficient, we can’t rely on other people to grant us their power.
So, all that’s left to bypass physical damage immunity in the case of an Apocalyptic event that includes the destruction of the Weave, as well as any and all Gods, are Artifacts. They’re also incredibly rare, and we might never be able to find one. Especially if there’s an evil cult that, inspired by the magic-devouring Aberration from the far realms, seeks out to steal and destroy all Artifacts in existence? We can bet that our evil, evil DM will find a way to steal our Artifact Sword. In fact, he might take a page out of the Tomb of Horrors and teleport us into a danger zone while teleporting all of our equipment faaaar away! So, we can’t rely on any external items, because they WILL get stolen. Unless we have a 100% surefire way to prevent Artifacts from being stolen or destroyed…
5. Food, Water, Air and Aging
Living things tend to need these things to survive. But what if all the Gods are dead, and we’re stuck in a magic-devoid outer space for 10’000 years? Thankfully, this is an easy fix: be a Warforged! No need for food, water, or even air. You also technically don’t age, but take that Immortality Boon just in case you might start to rust.
*6. Sleep *
We don’t want to sleep, ever. It’s like begging our Evil DM to send assassins and/or thieves. Thankfully, Warforged remain fully conscious during their rest, so that problem’s solved.
7. Getting Lost.
Take the wanderer background ability. If magic doesn’t exist anymore, it can’t make you get lost.
Here’s my analysis on potentially useful classes. Remember, we ideally want to be able to kill any monster in the game without having to rely on items, the weave, or the Gods not being dead. This section will also contain the questions I’m most curious about:
Potential to attune to 6 Artifacts at once, or perhaps even craft your own Artifacts. But I don’t think they have a way to prevent their items from being stolen/teleported away?
Ancestral Guardian Barbs can deal non-magic Force Damage, but only when they protect other creatures. We can’t rely on always having another creature handy.
Do Zealot Barbarians lose their Divine Fury ability if their God Dies? Does Divine power still exist if all gods die? Do they even need a God? If they can still do the radiant damage without needing any Gods, then they’re amazing. Rage Beyond Death, paired with stacking the Epic Boon that lets you recover half of your max HP, will allow you to fight for days on end. Or more, depending on how many epic boons you stacked.
I doubt Bards will be very helpful without the Weave.
Without their Gods, they’re useless. Did i miss anything?
Wildshape is suppressed in Antimagic Field. I don’t think Druids can do anything without the Weave.
Eldritch Knights have the Weapon Bond Ability, which seems to be able to work with Artifacts! So, if you can find an Artifact weapon that’s hard to destroy (unlike the Sword of Zar***), this might be great for always having a viable weapon on hand. Provided you can get one in the first place.
Fluff text implies that Ki uses the Weave, so bye-bye Monk.
Now, this depends: If we can have a Paladin that is empowered entirely by their Oath and cause, without needing any God, this might be perfect. The question is: without the Weave or Gods, would a Oath of Redemption Paladin still retain some of their non-magic abilities, such as Aura of Protection, Improved Divine Smite, Protective Spirit and Emissary of Redemption? If yes, this might be a clear winner. If no, too bad.
A Horizon Walker Ranger has the "Planar Warrior" ability, which grants them mobility and a decent chunk of force damage – perfect, as the only monsters immune to force damage aren’t immune to nonmagical damage. It also draws on "the energy on the multiverse", which seems absolutely omnipresent to me. Unless there’s some Far Realms shenanigans involved, maybe.
The Soulknife has A wellspring of psionic energy within you. I’m not sure if this mean they can use their psychic blades without the weave, given that psionics in general seems to be another form of weave-related magic in 5e. Psychic damage also isn’t as reliable as radiant or force.
The Phantom subclass can do extra Necrotic damage via to power of souls, but this isn’t a reliable enough damage type: what if I need to kill a demilich?
Sorcerer, Warlock and Wizard
All of these seem to be absolutely reliant on the weave/ their patrons being alive to do anything relevant. Of course, tell me if i missed something
Whew, this has become quite the wall of text, hasn’t it? Anyways, I wanted to ask you, fellow theorycrafter, to answer my questions under the "Classes" section, as well as help me find any further things i might have missed: anything to find the theoretical perfect character that can reliably make it through any circumstances.
I have a wizard player who wants to use Telekinetic Projectile to hurl bombs. I think this is cool, and would like to allow it, but I’m not sure if it would be too powerful or cause other issues.
Preparing and throwing an alchemical bomb takes one action, uses a weapon attack, and has a range increment of 20′.
Telekinetic Projectile is a spell which hurls "a loose, unattended object" at a target, dealing physical damage. Additionally, the spell states:
No specific traits or magic properties of the hurled item affect the attack or the damage.
Depending on how you read that, RAW may dictate that the bomb’s effects wouldn’t trigger. But you could read it as "the bomb’s effects don’t affect the spell attack or spell damage," which doesn’t say anything about the bomb’s effects not working separately.
That being said, can think of two possibilities for how to allow it to work:
- 1 action must be spent preparing the bomb, and then the regular 2 actions spent casting the spell.
- More strictly (and less fun), 1 action must be spent preparing the bomb, 1 action must be spent putting the bomb down carefully so it becomes "a loose, unattended object", and then 2 actions must be spent casting the spell. This would obviously be a 2-turn maneuver, unquickened.
Potential concerns and balance issues:
- Using the spell to hurl the bomb allows casters to use their spell attack for the throw, instead of their (probably worse) weapon attack roll.
- You’d get the spell damage and bomb effect from one attack roll, rather than having to do one attack (spell or bomb), and then a second attack at -5 (spell or bomb).
- Using the spell to hurl the bomb eliminates the bomb’s 20′ range increment and gives it a flat range of 30′ (unless the spell is given reach). So better at short ranges, but impossible to use at ranges over 30′.
- Possible that the rules intend for this gameplay style to be restricted to the alchemist class? This isn’t really a balance thing but more a "spirit of the game" thing, which isn’t high on my list of concerns for allowing my player to have a bit of fun.
Honestly, I’m not convinced that spending an entire turn to deal
bomb effect + 1d6 + ability mod is terribly unbalanced. Not to mention that the wizard is limited by the amount of bombs he has. What concerns should I have with allowing a character to spend 3 actions to hurl a bomb with Telekinetic Projectile?
I have a table with a column "name", the table is describing a media asset and the name is a character varying field containing the file name. The table is generated and used by a CMS (Strapi) and I can’t really tweak how the columns are used nor the SQL being executed. What I’m hoping to do is slap on an index (or two) and get a bit better performance.
The file names of our files are very similar, pretty much XYZ12345-Q2.png, where XYZ is the same for about 80% of the files. So what I’m wondering is what kind of index (if any) would help speeding up a query such as:
select count(*) as "count" from "upload_file" where ("upload_file"."name"::text ILIKE '%some_string%' or "upload_file"."id"::text ILIKE '%some_string%'
The id is the primary key, and it’s an auto incrementing positive integer.
My concern regarding the actual string is that an index won’t do much when the file names are so similar? Or would it actually make a difference? In that case what would be the best index type to use? My understanding of Gin is that it wouldn’t really suit this case because there are no words (none of the file names contain space).
Brief description of my campaign:
- Takes place ~1000 years after creation
- Bronze Age for most of the world, some parts are beginning the Iron Age
- Dinosaurs and Fae are still relatively common in the material plane.
- The most advanced city-states are magically advanced instead of technologically advanced.
I am a new DM just starting on worldbuilding for this campaign. So that’s already a relatively big spike in difficulty for me. I’ve been a player on and off for a couple years now so I’m not completely new to DnD. My friend has been my only DM during that time and he’ll be a player in my campaign. I’ve told him what I listed above with a bit more detail for feedback so he knows the type of setting I’m going for.
He wants to play an artificial human who uses swords and guns via Mercer’s Gunslinger class, and he wants his backstory tied to some kind of mafia he’s tried to cut ties with.
It seems like he’s been wanting to play a shadowrun styled campaign for a long time and the character he wants to play just feels completely out of place in my campaign.
The gun is the main problem. Balance for a gun isn’t an issue; I’m confident we could figure that part out, but thematically it just feels wrong the more I flesh out this world. I honestly don’t think even crossbows would be a thing let alone flintlock. We’ve been working out some kind of arcane pistol that shoots aetherial crystalline projectiles that dissipate after a time, but at that point it’s essentially a wand with gunslinger mechanics. Besides that it feels a bit Star Wars-ish to me and that’s not the theme I’m going for.
An artificial human brings to mind an android which is off the table, but I could work out some sort of magical origin, but most likely he’d just be created from some sort of god because to create new complex life at this stage would require godlike abilities and knowledge.
And then the mafia thing is when I realized that perhaps my campaign just wasn’t what he’s looking for. There will be occasional bandits here and there but organized crime isn’t really a thing yet. If anything it’d be a cult in his backstory rather than bandits or crime syndicates.
I’ve told him we should be able to figure it out, because I really do want him to have fun playing whatever he wants, but he’s told me he’s been wanting to play this character for awhile which makes me think he’s really just wanting to play in a completely different setting. The more I work on my world the more it just seems completely out of place to have a character like that in it.
I’m tempted to say he needs to come up with something else entirely. What should I do?
I am fairly newish to d and d. Our group plays every week and I have been a GM before. My character is fairly chill, chaotic neutral and will often get distracted for a few moments looking at something or talking to someone, as it fits into her character. She will often be the one to push the button in the middle of the room, or lick the wall etc. A real yes character trying not to block anyone else’s ideas. The other players however, one in particular shut her down at every turn, undermining her to NPCs making out like she is annoying and pathetic and often at times it can get hurtful as it seems to be aimed at me personally. We get along great in real life but anything my character says Is shut down, even when my ideas are good, they will chat about it and then either do what I had said or ignore me completely. When everything is getting a but too serious during times that are not serious, my character may do something to bring the story back to life. The GM loves it and will always let me go for it, as the story is richer and more enjoyable and I will feed more into some of the story elements he has done. The group however want to follow everything to the book. The campaign we are playing, I have been tasked with looking after the money etc from our group business, and even though it is my role ,(we all have our own) I get no say in anything ever. I don’t even see the point having the role. As it is always 2 against me. I roll a lot of natural 20s and the dm will allow certain things and the group will straight up say no.
For example tonight we were having a long rest, and my character was having a bit of fun and while they slept, put mud on their hands and woke them with a feather…when they woke they got a muddy face. Nothing major, just a little prank. It’s not real. And one of them set their familiar onto me to attack, which I of course batted it away… I am a tabaxi, I have claws… the gm made me roll to hit it and with my roll it died (can be brought back with a spell). This is a great twist to the story! An ogre then attacked us due to all the noise they were making about it and the ogre ruined their tents, Instead of the characters continuing on, etc, instead they both start getting actual mad at me, blamed me for everything. Started using spells to grovel to them and trying to hurt me on purpose and leave me in the forest and go off and continue the adventure. Their words and behaviors actually made me the person feel so shit. It was not intentional and it was not permanent. I mean, is this not the point of the game, to have moments that you can not control, or you might fuck up etc. The person who had the bird has actually nearly killed my character by accident during the campaign and I didn’t freak out and go on some kind or attack mode. The last few sessions I am not having a lot of fun, as one of the characters in particular takes over the entire story, tells you no if it’s not what they want to do and the character is really not nice to play with. So serious and straight. I try to talk about it but often get shut down. Do you think j need to find a new group. I was actually nearly in tears tonight, it was embarrassing and it’s a game. Yes a game I take seriously but fun is supposed to be the main component. I love my gm and would be gutted but our characters do not seem t mesh well.
I am running Curse of Strahd at the moment and one of my players is using a Bugbear, which is causing me some challenge.
The module specifically states:
Barovians thus react to nonhuman characters the same way most humans in the real world would react to elf, dwarf, or half-ore adventurers suddenly walking the streets. Most such outsiders are scorned, feared, or shunned
How can I play this without locking this character out from almost every interaction or town? Specifically there is a fortified town which I can’t see letting in what they clearly see as a monster.
Just trying to persuade every NPC to not be scared sounds like it is going to get boring (and the character has -1 charisma), be that a simple roll or a proper RP interaction. Equally I don’t want to just ignore it, or play simple lip-service to it.
On round one, K’zard the wizard casts Flaming Sphere.
On round two, K’zard doesn’t sustain the spell.
Can K’zard sustain the spell on round three?
I have played D&D for 8 years now but I’m not that good with character building, so I thought this would be the place to be!
I know that our next adventure will involve a citadel as the main stage of the story. What I would like to make is a character who can climb on walls/ledges, etc. in small alleys or just on the main street walls. My vision is to sneak attack from up high with a bow, or leap down onto the enemy with daggers.
I think it should be some kind of assassin with a bow and good climbing skills. I don’t even know if this is possible or even worth playing.
My group use the all 3.5 books, and the campaign should play from level 1 to about 16–18.