I tried to follow the rules and check FAQs but now I need a help:
I got a 13° liv THF (two-hand fighter) and 6° liv Aegis (BAB=19) and 5° Mithic tier, with Power Attack and Mithic Power Attack (but not obviously Greater Power Attack) and 34 Strenght+Brawn (+12 mod), here are damage stats as I supposed:
12x1.5= 18(THW) +3(Weapon Training) +6(Weapon Specialization+2, Greater+2, Mithic+2) +4(Magic Weapon mod) +3(Improved Damage from Astral skin customization) +1(Psionic Damage from Astral skin customization) +1(Psionic Weapon feat) and +24(Power Attack,Mithic) = 60 for first attack and 66 for iterative (due to Backswing)
Now the question is: Whats happens with a critical hit on each point? – I’ve found many question and I read not enough answers about it so I fall in chaos each critical hit (no more a great pleasure but a trouble)-.
and then another question regarding Power Attack and Critical hit is:
Whats happens at 15° liv (for THF archetype) and Power Attack change to Power Attack, Greater ?
So I’ve always assumed that you just add the backpack weight (5 lbs not the carry weight which is 30 lbs) to my cleric that has a carry weight of 255 lbs if my character was carrying nothing but the backpack I would be carrying 5 lbs of my total 255 lbs but do I leave out the weight of the full backpack or do I add that to how much I’m carrying (like 35 lbs out of 255 lbs)
If I cast the banishment spell on myself while in a demiplane, where exactly do I exit?
Do I exit on my last position on my native plane, a random spot in my native plane, or do I choose where I exit in my native plane?
So, I’m building an alchemist, specifically a bomber, and I’m really pretty confused about the value of the Lab Assistant feature for my familiar (and, indeed, the value of the familiar as a whole). It requires the Manual Dexterity ability, and I’d really like it to be useful with the Independent ability, even though that would require a second feat.
So, looking at the wording, it looks like they’d have access to the basic Quick Alchemy (along with all recipes) but pretty much none any of the upgrades (perpetual alchemy, powerful alchemy, double brew, anything from my research fields, additive feats, etc). Enduring Alchemy might work? They’ll be starting on my square to use it, so it’s not actually possible for them to take the thing to someone else by independent action alone. Their attack pool is going to be terrible, and they’re going to be missing out on any bomb-throwing feats I might have, so making and then throwing a bomb is pretty much useless… and as far as I can tell I can’t just grab bombs from them without someone spending an action, so any potential gain there is also going to be really marginal.
So… I guess I could give them an order, and have them brew and feed me the result in their two actions? That could save an action in situations where I wanted to quick-brew a single elixir for myself, but that seems kind of niche. Are there any other real use-cases here? It just seems not terribly impressive for the investment. It also seems like a very specific benefit, given how broad the ability looks at first glance. I feel like I’m missing something. Admittedly, I’m also hoping that I’m missing something.
The level 1 goblin feat Burn It! gives a status damage bonus to all spells and alchemical items that deal fire damage. It also gives a status damage bonus of +1 to all ongoing fire effects. How does that work with splash damage?
For example, suppose I’m a low-level goblin with the Burn It! feat, who really, really likes fire, and who has just come into a bit of money. I decide to blow it on an alchemist’s Fire (Greater). It’s got +2 to hit, and deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage. It’s level 11, and Burn It! gives a bonus of a quarter of that (min 1) to base and splash damage. I spot two people I don’t like standing next to each other, pitch it at one of them, and hit. Now, without the feat, it’s pretty simple. The guy I hit takes 3d8+3 (base plus splash) and 3 ongoing. The guy next to him just takes 3 splash. With the feat… what happens? Does it affect the splash damage at all? If it does affect the splash damage, do I get the bonus twice on the main guy because I hit him with both base and splash? Does the ongoing damage get just +1 (for being ongoing fire damage) or the full bonus (for being fire damage from an alchemical device)? How is the actual bonus determined (given that the level is not evenly divisible by 4)?
there is a question that covers part of this from the playtest, but it appears that at least some of the rules text has changed since it was written, and it doesn’t cover the full thing.
Please help settle this long running dispute regarding how the invisibility spell works. Invisibility when cast on an object makes the object vanish from sight.
However a fellow players seems insistent on claiming this also provides an additional property not detailed in the spell description. Namely, for example, if the spell is cast on a closed door. the door vanishes from sight revealing the room or area beyond.
My counter to this is to point to the fact invisibility is of the illusion school and the property he is assuming the invisibility spell additionally possesses belongs fundamentally in the divination school.
A ring of X Ray vision for example relies on the spell True Seeing which is of the divination school. Similarly Clairaudience/Clairvoyance, a spell by its effect that would more adequately reflect the ability to see in to an area that is blocked to line of sight is also of the divination (scrying) school.
Is there a general rule regarding exceptions I can point to, that states along the lines of if an exception isn’t documented then it isn’t a principle of the game rule?
I think his problem is that he’s seen invisibility depicted in certain popular media such as sci-fi and fantasy films and assumed that the D&D invisibility spell must work like that by reference and inference.
I am aware of this question detailing whether a character can tell what is depicted on a particular patch on a Robe of Useful Items.
It makes complete sense for the user to be able to tell what type of item they are activating otherwise it wouldn’t really deserve the moniker of useful.
What I want to know if there is any rules one way or another explaining whether the character would know the exact properties of the item the patch will create. For example when picking the random patches rolling a 31-44 determines a patch of a Wooden Ladder (24 feet long). Unless this patch has the words 24ft (or similar) written on it would the character know this was any different to the 10ft ladder available in the PHB list of items?
I have considered asking for an Arcana check to determine how much of the item’s nature the character wearing is able to establish but I also don’t want to be handicapping the player if there are rules that detail this scenario.
I bought Tasha’s Cauldron of Everything last month and have enjoyed it thoroughly. My question has to deal with the Changing Your Subclass rules found on page 8.
The first paragraph under the title says that characters can change their subclass when they would normally gain a new subclass feature.
The next section, Training Time, goes on about how changing a subclass might take time, money, and/or a quest. How does this work with the previous paragraph’s rule of only changing subclasses when a character gains a new subclass feature? For example, if the character needs time to train or complete a quest, I’m not sure how you could align that with a new subclass feature.
The final section Sudden Change says characters could have an immediate subclass change. Does this mean immediate when a character would gain a new subclass feature or any time at all?
These three sections almost seem like different rules altogether for changing subclasses. I get that the two minor sections, Training Time and Sudden Change, shouldn’t be mixed. However, the rule about only changing a subclass when gaining a new subclass feature is under the main title. This makes me believe this rule should be applied to both of the minor sections. If not, then I feel like this should have been its own minor section as well.
Any thoughts on these rules would be appreciated!
Edit note: I’m fully aware these are optional rules and DnD generally has just guidelines. I’ve been DMing for a number of years now and have that understanding. However, I’m looking for a more rules-based interpretation. Saying that these could be used in any fashion I like doesn’t really help me.
So in our RPG group there is a difference in opinion on what ‘appropriate level’ actually means in the context of the spell.
One interpretation means you can’t cast invisibility or Misty step with a first level spell slot.
The second interpretation means you can’t cast the chosen first level spell at higher spell slot levels.
Which interpretation is correct?
Last week, my unchained rogue got killed; rather than kill me outright, as well as for story purposes, the DM brought me back as undead: I retain my class and skills but apply the "undead" template. As an undead, I now have a Constitution score of 0, which means I would be destroyed when I hit 0 HP (I think?). I also have the rogue talent Resiliency:
Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Going by the RAW, it sounds like this means I could activate Resiliency if I am taken below 0 HP, but not if I am taken to exactly 0 HP. Is that correct? If not, how would you rule on this?