I’ve been reviewing the Two-Weapon Fighting information, and I don’t understand why Dual Wielder doesn’t grant a benefit like the Two-Weapon Fighting fighting style does.
The description of the feat says “you have mastery over fighting with two weapons”, which implies that you would have already benefited from the two-weapon fighting style considering you’ve “mastered fighting with two weapons”.
According to this thread “Is the Polearm Master Feat compatible with the Two-Weapon Fighting style?”, a feat like Polearm Master basically adds the ability modifier to the offhand attack’s damage inherently. Aside from limiting the damage of the offhand attack to a d4 of damage, I don’t see why a whole feat like Dual Wielder wouldn’t offer the same. Of course, I could be overlooking something that makes adding the benefit of the fighting style to the feat problematic.
What are the mechanical consequences of adding the Two-Weapon Fighting fighting style’s benefit as an additional benefit of the Dual Wielder feat?
The Monkey Grip feat enables you to wield a larger weapon at the cost of -2 to attack.
In the best case, a larger weapon gives you 3.5 extra damage: Greatsword 2d6 -> large Greatsword 3d6. The increase is even lower for smaller weapons.
Power Attack gives you more damage increase for -2 to attack, and it is more flexible, as you can change your attack penalty and damage benefit from round to round.
Why would I ever pick Monkey Grip?
It is as the title states. While the Durable feat states that you gain a minimum of double your Constitution modifier from using your Hit Dice to heal, the Dwarven Fortitude has you regain Hit Points equal to what you roll, plus your Constitution Modifier, whenever you take the Dodge Action. Since the Dwarven Fortitude feat has a more specific rule in regards to healing with Hit Dice, I was curious whether the two actually worked together properly?
According to the feat Melodic Casting in Complete Mage on page 44 it states:
…In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that requite concentration still take a standard action to perform.
Normal: A bard can’t cast spells or activate magic items by command word or spell completion while using bardic music.
Now I don’t know if there has been any statement as to which bardic music abilities require concentration and which that don’t other than to infer from what is presented in the descriptive passages of bardic music abilities on page 29 of the Player’s Handbook. I have read through the text and have assumed from these descriptions only the following require concentration:
Is this correct, is there any official ruling on the issue?
Here is the feat:
Poison Weapon ->
Requirements: You are wielding a piercing or slashing weapon and have a free hand
You apply a poison to the required weapon. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.
(It also allows you to create simple poisons, which are not part of my question.)
The rules for injury poisons are as follows:
Injury: An injury poison is activated by applying it to a weapon, and it affects the target of the first Strike made using the poisoned weapon. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.
Without the feat, using poison seems pretty straightforward: you spend the listed number of actions to apply a poison, and it lasts seemingly indefinitely until you make a Strike and deal piercing or slashing damage (or critically fail a Strike).
But the rogue feat confuses me. Specifically, what happens if you fail to Strike someone by the end of your next turn? Is the poison wasted? Wouldn’t that make someone who uses this feat worse at delivering poisons than someone who doesn’t?
In this question, it can be seen that using a luck point when doing something at a disadvantage essentially transforms it into super-advantage.
Does this specific strategy still works when throwing a net (which, by default, are always at a disadvantage due to their 5ft short range) ?
The Seeking Spell metamagic feat says:
In order to benefit from this feat, the selected spell must have a range greater than touch and target one or more creatures, or it must require the caster to make a ranged touch attack.
When aiming a Fireball it says:
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Fireball is normally an Area spell but has a caveat that requires a ranged touch attack roll. Does this allow you to apply Still Spell to a Fireball shot through a ring to make it hit any target in range?
The rules for Basic Spellcasting state:
Basic Spellcasting Feat: Available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.”
If you take this feat at 4th level, do you have to take it again at 6th level in order to get the 2nd-level spell slot? Or do you just automatically get it and you are free to choose another feat at 6th level? (I don’t know if it is even possible to take feats more than once.)
Furthermore, what if you want to delay your multiclassing, and you dont take Basic Spellcasting until level 6. Do you get a 1st-level or a 2nd-level spell slot? Or both?
This whole wording is very unclear to me.
The Unified Theory skill feat states that:
Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead.
The Natural Medicine skill feat states that:
You can use Nature instead of Medicine to Treat Wounds.
One interpretation is using Arcana in place of Nature check to Treat Wounds, because it is a skill feat that requires a Nature check.
Another interpretation is requiring the action’s or skill feat’s Nature check to have something to do with the Primal tradition of magic, since there is line “depending on the magic tradition”.
Finally, there are traits for “Arcane” “Divine” “Occult” “Divine” and “Magical”. If they really wanted to limit the Unified Theory skill feat to only work in those specific cases, there were ways to do that clearly and mechanically.
How would you run it? Is there a definite answer?
Can the Action some concentration spells grant be used in Attacks of Opportunity with the War Caster feat?
For a specific example, Dragon Breath and Sunbeam both have actions to do damage after being cast. Could that action be used in that circumstance?