My character is a spellthief and it has no access to level 0 spells. I’d like to get some levels as an Arcane Trickster, but I only have access to Greater Mage Hand, could it be enough to qualify for the prestige class?
Can you use Sleight if Hand to draw a firearm during a surprise round to get the initiative boost? How you implement it since it vs yourself?
A Spot Hidden vs Sleight of Hand? or Sleight of Hand vs enemy Spot Hidden?
I am playing a Spellthief/Rogue and just picked up the Martial Study feat to gain access to Shadow Hand maneuvers. Shadow Hand is a Swordsage-exclusive school and its maneuvers key off Wisdom for their save DCs, but as a Spellthief, I boosted my Charisma and my Wisdom is pretty low.
Is there any way to change my Shadow Hand maneuver’s save DCs to key off Charisma instead of Wisdom?
Imagine you are a level 5 Variant Human, selected a class with access to martial weapons and Extra Attack, and chose the Crossbow Expert and Sharpshooter feats.
You are able to attack two times a turn with a heavy crossbow as an action and three times with a hand crossbow as an action plus a bonus action. The damage you would do (assuming 16 Dex) with a heavy crossbow is 2*(1d10+3+10)=37 on average. The damage with a hand crossbow is 3*(1d6+3+10)=49.5 on average. If you do not have a reliable use of your bonus action (e.g. Rogue’s Cunning action, etc.), when would a heavy crossbow be superior to a hand crossbow? How would you adjust the heavy crossbow or hand crossbow to make them closer in damage?
The Artillerist Artificer has the ability to make Eldritch Cannon(s). The rules for the cannon state that you can make two different sized versions of it:
you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 reet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
The wording is a little vague. Do the rules mean that the tiny version:
- Doesn’t occupy a space, therefore must be held in the artificer’s hand
- Can be held in one hand, unlike the small version, but otherwise functions like the small version with regard to space and movement if it is not.
The D&D 5e Player’s Handbook states:
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be knocked prone.
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next turn.
Let me understand this correctly: a monk need only spend 1 ki point to make two unarmed strikes as a bonus action AND impose a Dex save from his opponent (regardless of size) with each of those attacks?
Let’s say a halfling monk squares off against a large creature, an ettin for example. The monk spends 1 ki point to flurry, hits the ettin with the first of these two attacks and decides to impose a Dex save. The ettin saves and then the monk attacks with the second of the two attacks, hits the ettin again, and then can impose another Dex save lest the ettin fall prone? Is this right or is there something I’m missing?
If this is indeed correct then it could potentially lead to some terribly unbalanced encounters, all beginning as early as 3rd level (when a monk gains access to this method).
Concerning the Open Hand Technique, if I have a level 6 Monk and I flurry of blows on a single target and I hit with all attacks, can I apply a Str save to all attacks to possibly push a mob back a total of 60 feet? Basically, does it go off once, or multiple times?
Let’s say that there’s a magic greatsword that provides some sort of a useful boon: say, it gives you advantages on all of your saving throws vs. spells.
Should I allow a character to simply hold that weapon in one of their free hands just for the sake of leveraging that boon. This character has no intention whatsoever of ever using the magic greatsword as a weapon, and in fact almost never has any intention of making a melee weapon attack since they are a spellcaster.
That the character does not even have proficiency with greatswords is another interesting, if completely tangential, fact.
Years ago efforts were made to discuss use of two hand crossbows/dual wielding. It was determined that loading was a problem and such gear would not work past the first shot.
Interestingly, rapid loading crossbows with clips exist, but this is a more recent automatic invention, that is, not even remotely medieval or Swords & Sorcery Friendly. That said, one could easily take an Flying Sword relative, the Animated Weapon and have a gnome mechanic mount a clip on top. Problem solved? Not quite.
Obviously, one has to find a way to convince a Flying Crossbow to accept someone else’s aim. Let us assume, for the sake of this argument, this is possible – or something even more bizarre could replace this flying golem-weapon. Perhaps one could mount golem or skeleton hand/arm parts mounted to a crossbow so it loads itself. But THEN what?
- Could this creature co operate with their ‘owner’? If so, how?
Clearly this is a creature (or, at the very least, a creature attached to a weapon). Does it collect its own share of experience points? Does an attack count as the wielder’s proficiency and bonuses or must one use the animated creature’s abilities – or the average? If a fireball goes off, what kind of ‘dexterity saving throw’ does the creature or animated part(s) get? Is this similar to attacking with an improvised weapon? Or is this like attacking someone with a small and somewhat unwilling partner, like an ogre using one live goblin in each hand as… living flails?
- Does this even fit in D&D action economy?
Who gets initiative? Do this hand crossbow only fire ‘correctly’ if the initiative counts match and they are in sync, similar to a three legged race? If the wielder is attacked with a single-target spell can they block in such a way that their quasi-living crossbow takes the damage instead?
- Is this thing even street legal?
Does using a creature in combat defy all RAW rules? Wouldn’t this device count as a henchman, hireling, familiar, pet, or (if one were riding this crossbow) a mount? Would Mr. Crawford himself ban such an abomination and curse my family for all eternity for even suggesting such a thing?
I’ve been studying up on disarm interactions, and how you might be able to pick up a weapon after you disarmed your enemy of it.
The issue I’m facing is: none of the threads I’m seeing mention anything about what it takes to interact with an object (in particular, pick it up and stash it in your inventory) when your hands are full.
That brings me to question 1:
If, I can supposedly just pick up the enemies weapon after I knock it out of his hands, does it take having a free hand?
If I knocked a weapon out of an enemy’s hands while wielding a weapon and a shield, can I just pick his weapon up and stash it? Or would it pretty much require me dropping my weapon to pick his up (effectively making disarm pointless if I attempt it on my own if what I am holding is better than, or equal to, what he has)?
second question: It takes an action to don or doff a shield; can one don a shield from their back without using an item interaction to have it in hand? I’m wondering if I have a shield on my person, but not in hand, and disarmed an enemy, assuming it takes the use object interaction to pick up his weapon (and another to stow it). Then, on the following turn, can I stow the weapon I picked up with my object interaction action, and use my action to don a shield (without an object interaction to take my shield out)?