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?
Recently I finished playing a character of mine in a long-running D&D campaign. My DM and I both decided it’d be best to leave my character behind because his story was finished and there was no reason for him to stay any longer.
The thing I’m having a problem with is creating a (level 12) barbarian. I’ve never played barbarian before but it seemed like a lot of fun to me! Path of the Ancestral Guardian especially spoke to me because the idea behind it is just so cool and I like being able to help my team whilst also doing damage and being able to soak it myself. The reason I really want to play a dwarf is that my party recently saved a group of dwarves from an erupting volcano (which turned out to be a monster), and I want to make a character who is thankful to them and wants to offer them his services in return.
Do any of you have any tips for me on creating such a character? What skills are important for me and which things are better to leave for other characters?
Here’s a list of my party members at this moment:
- A Chronomancer Wizzard, a very smart character who focusses on utility spellcasting/crowd control and intelligence.
- A Phoenix Sorcerer, an incredible fire-themed sorcerer who focusses on charisma and blasting our enemies to pieces
- An Oath of Conquest Paladin, a dickhead paladin who deals amazing melee damage and also currently the tank of our team
- A Circle of the Shepherd Druid, a weird but friendly guy who focusses on survival/healing and action economy. This guy also has an awakened bear, a totem of the bear “barbarian”. This bear is mainly focussed on protecting the druid though, so there is no need to take him into consideration.
- A Pact of the Undying Warlock, an edgy but loveable character focussing on AoE, necrotic damage, and summonings.
Thanks a lot for your time!
In the Monster Manual, It says how to craft an amulet to control a shield guardian, but is there any book that includes the process of actually building a shield guardian?
Are there any rules related to the creation of a shield guardian?
I am aware of the creation method for the amulet. But I’m asking about creating the actual construct.
Redemption Paladins get an “Aura of the Guardian” :
Starting at 7th level, you can shield others 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.
The Berserker Axe comes with a curse :
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk.
Now, say that Robert the Redemption Paladin is close to Fred the Fighter, who receives an arrow from Gabby the Hostile Goblin. Robert decides to use his reaction to absorb the damage that Fred would take. But! Robert is attuned to a berserker axe. Must Robert make the berserk saving throw ?
In more general terms : Does absorbing damage from an ally hurt by a hostile creature counts as being (indirectly) hurt by the hostile creature ?
Per p. 191 of the Player’s Handbook, you can’t move through a hostile creature’s space unless they’re two sizes larger or smaller than you. You can move through a nonhostile creature’s space but can’t willingly stop there. Either way, another creature’s space is considered difficult terrain.
The guardian of faith spell creates a “Large spectral guardian” in “an unoccupied space of your choice”. My question is, should the guardian be regarded as a creature for purposes of moving through its space, or is it an impassable barrier? Nowhere in the spell description is it described as a creature, nor is it given an AC and hit points that would allow it to be attacked as one. It doesn’t get opportunity attacks against creatures that move away from it. On the other hand, it’s explicitly described as Large, and I can think of no other reason why that information would be relevant. Is there an official answer to this, or is it up to the GM?