The Oath of Redemption Paladin subclass gets the following feature at 7th level (XGtE, 39):
you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
It is clear that the Paladin cannot reduce the damage they take but it is unclear whether the damage the the initial target would have taken could be reduced. Is the rule that the damage cannot be reduced from its original damage roll or that it cannot be reduced from what the target would have taken?
Farla the fighter has the feat Heavy Armor Master which grants:
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Farla is under the effect of Warding Bond which grants her resistance to all damage.
Farla is hit by a Storm Giant’s greatsword which rolls 30 damage.
Heavy Armor Master reduces this to 27 which is then reduced to 13 by resistance. Unfortunately Farla only has 10 hp remaining so Psi the Paladin uses Aura of the Guardian to take the damage instead.
How much damage does Psi take?
I’m trying to figure out in D&D 5e if an Artificer, choosing armorer and guardian, can add their intelligence modifier to attack and damage rolls with their off-hand gauntlet.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier to the attack and damage rolls.
Each of the armor’s gauntlets.
Would the off-hand gauntlet be considered a part of the special weapon mentioned in the first quote to gain the bonus?
The Hide of the Feral Guardian, a legendary item from the Explorer’s Guide to Wildemount, includes the following ability.
When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics).
Why does it do this, and not just turn the user into either a polar bear or cave bear directly? At first I thought it might be because of the book each creature was from, but they both have stat blocks in the monster manual, and neither are in the explorer’s guide elsewhere as far as I can see.
There was an idea pitched at one of my play sessions earlier this week that has been gnawing at me. Suppose a wizard creates a shield guardian and gives the golem the telepathic command to take off the amulet and live a life of its own; what would happen?
Would the Shield Guardian become a sort of pseudo-warforged, following the original command? Would it just be stuck, standing there?
Guardian of faith says:
The guardian vanishes when it has dealt a total of 60 damage.
Because of this, could you:
Have the guardian attack something with a good Dex save
Assume the thing succeeds
If not, attack it again (it succeeds, the Guardian dealt 30 damage)
Attack an object twice because objects fail Dex saves
Conclusion (4.5): The Guardian has dealt 70 damage. This means it can never do a total of 60 damage. You now have a guardian for the rest of 8 hours.
- Repeat daily
Actual conclusion: You have a permanent guardian of faith.
Would this work?
In a few weeks, I’m running a 10th level DnD 5e Indiana Jones-esque one-shot type jungle adventure in my homebrew world. My players are fighting golems, dinosaurs, etc. But I’m struggling to design a cool and engaging encounter when they finally reach the top of the ruined pyramid they’re going to explore. The pyramid was built by sun-worshipping natives that had a strange connection with extraplanar and alien beings. What kind of monsters do you think would be interesting and cool to be guarding this place at the top of the pyramid? I’m also planning to make this puzzle were they have to figure out a way to open a circular pressure plate at the center of the chamber at the top of the pyramid to enter as well, and would like to hear your suggestions or ideas on how I could execute this?
I’m open to all suggestions!
this question is something that has been in my head for some time. is says that with Ancestral Protectors of some one gets hit they half the damage, so can you use Spirit Shield after the effect of Ancestral Protectors to reduce even more damage, that if you thit the effect of Spirit Shield bifore the damage is half¡?
The Path of the Ancestral Guardian Barbarian (Xanathar’s Guide to Everything, p. 9-10) is an extremely powerful barbarian. It pretty much makes your allies invulnerable against an enemy boss.
But it does nothing for your own health. It will greatly incentivize enemies to take you down first to be rid of your annoying Guardian benefits.
Assuming I’m currently level 3 as an Ancestral Guardian, and leveling soon to 4, my stats are average (point buy), and I have no healing from allies, what is the best way to maximize my survivability for fights to come?
- I’m willing to look into multiclassing, if there’s a valid strategy there.
- I don’t expect anyone else to grab any healing abilities.
- I’m not interested in specific magical items. (Potions and other common/uncommon magic items are fine)
- I expect the campaign to last until about level 10.
- By character level 10, I would like to have at least 6 levels of Barbarian
- Emphasis on surviving against bosses, if possible.
- Expected about 2 combat encounters per day.
If it helps refine your answer, my party consists of:
- A Champion Fighter (who is very cowardly and selfish, doesn’t tank much)
- A Fey Warlock (fairly standard, supportive player)
- An Evocation Wizard (who lives to blow stuff up)
- A Ranger/Rogue (who uses stealth and long range)
The Guardian of Faith spell states something like…
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Is this assumed that as soon as a creature stops in one of the squares around the guardian, it instantly takes the damage (less the saving throw)? E.g. in some combat situations…
- Creature ends its movement within range, will take damage.
- Creature moves through the Guardian’s range but does not stop, no damage
Am I understanding this spell properly? Seems like it would only really be useful to place in difficult terrain, or at some sort of objective point where the party actually has to stop for a moment (e.g. to unlock a door, climb, etc).
So the UA specialist for the Artificer, the Armorer, has an interesting ability for one of the models you can take.
Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Should you end up with a cantrip like Booming Blade through some means, could you use Thunder Gauntlets to perform it? Would you then get the unique effect of Thunder Gauntlet alongside the normal effects of such a cantrip?