Are there any rules pertaining to using extremely heavy weapons, either standard or improvised?

I haven’t found any rules related to this subject. Nothing about weight changing the damage of any weapon was seen anywhere, and neither was there anything on the improvised weapon.

Have anyone seen house rules that modified the damage of standard weapons that happen to be extremely heavy by design? Like instead of using a Warhammer weighing 2lbs someone wants to use one that is 20lbs.

Using everyday items that are not included in the official list of weapons are generally counted as attacking with an improvised weapon, like a chair or a wine bottle. But the problem is, what if the improvised weapon in question is so ridiculously heavy that it no longer makes logical sense for it to only inflict 1d4 damage?

Consider The Bag of Holding, which will always be 15lbs. (For reference, a battleax is weighed at 8lbs and heavy crossbow weighs 18lbs) Even if the texture of the bag in question is soft leather, when you swing that bag to hit someone or someone, the weight and momentum itself should be plenty enough to crush things.

PS: Not that I would want to swing that thing around! Damaging the bag could be disastrous.

Swinging around a sack with a rock is definitely an improvised weapon with 1d4 damage. But if someone swings a regular sack filled with a lot of rocks (or with tons of loot and gold),filled the bag with more than 50lbs worth of stuff and swung it around? Or 100lbs? (Assuming the sack doesn’t rip or fall apart before the smashing hit connects).

Speaking of which, would using a gigantic heavy table that is capable of seating twenty people as an improvised weapon during the bar fight in the tavern really only do 1d4 damage?

Can Cloudflare workers be used for heavy traffic?

I tried to find the details about traffic limit on Cloudflare workers, the only limit I found is by the number of requests.

Can I use it to provide extremely heavy traffic 10, 20, 30, 50, 100, or 1000 TB/month?

I’m trying to find any ToS for workers but no luck… Can I use them for codec critical video that I don’t want Cloudflare to transcode via their stream service? Can I use it to serve images? or other large files?

What are the limitations to avoid "hurting" the service and other users that may be sharing same resources?

Does Heavy Armor reduce your speed?

I noticed in the PHB, page 20, under Speed for Dwarves:

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

However, I cannot find anywhere in PHB that mentions that wearing Heavy Armor imposes any speed reduction.

Does anyone know if I’ve missed something, or if this is actually some inconsistency in the book and Heavy Armor in fact doesn’t impose any speed reduction?

What would be the DC to navigate through a heavy storm at sea?

I am working on Seafaring Navigation DC checks. I have found the following DCs based on the Wilderness Navigation table on page 112 of the DMG and the following quote on page 117:

As long as a ship is within sight of land, there is no chance of the vessel becoming lost.

but what I’m not sure about is what to do if they are in the middle of a heavy storm.

Terrain DC
Within Sight of Land Assured (0)
Open Sea (Clear Skies, No Land) Easy (10)
Open Sea (Overcast, No Land Moderate (15)

Page 118 of the DMG says:

If weather conditions indicate both a strong wind and heavy rain, they combine to create a storm with high waves. A crew caught in a storm loses sight of all landmarks (unless there’s a lighthouse or other bright feature), and ability checks made to navigate during the storm have disadvantage.

Should I just apply the Open Sea (Overcast, No Land) DC, or should it have it’s own DC 20 while the storm is ongoing, to avoid becoming lost at sea?

Can I use Two Weapon fighting with Heavy weapons by being enlarged?

I love the idea of two-weapon fighting, and tinkering around with it. My character is going to be a Paladin. But to effectively dual wield as a Paladin I need to delve into either Ranger or Fighter, unless the DM is gracious and gives me Two-Weapon Fighting Style instead of the Paladin’s normal choices. For the purposes of this question, we will assume that isn’t the case.

Paladin 12 / Fighter 8 is the final build. Only going up to 12 in Paladin for the automatic divine weapon smite 1d8 bonus on damage attacks and the ASI. I’ll be doing Vengeance for Hunter’s Mark, adding another 1d6 per attack. Assuming Dual Wielder Feat, an attack should be roughly 2d8 + 1d6 + mod, which is relatively decent in my eyes considering you do that 3 times per round + occasional smiting on critical hits.

For Fighter at level 3 I would be going Eldritch Knight for bonding weapons and more spell slots.

This is where things can get a bit fun, and a bit iffy. From what I have read, wielding a heavy weapon in one hand gives disadvantage on attack rolls. Using the 2nd level spell Enlarge, you then pull out two bad ass heavy weapons and proceed to two-weapon style with them.

Honestly this is completely up to DM ruling and whatnot. For example PHB p. 147:

Two-Handed. This weapon requires two hands when you attack with it.

Based on that alone you could overrule having a greatsword in each hand, even when under the effects of enlarge. Becoming a size category larger would make sense that you could wield heavier weapons though, for the same reasoning small creatures can’t use heavy weapons all that great but medium can. Enlarge only lasts for 1 minute, and requires concentration, so if you fail a concentration saving throw to maintain it you are now stuck with two huge weapons you can’t really use, forcing you to switch back to regular ones.

Another question would be does the added 1d4 damage apply to the greatswords.

The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.

Would switching to the greatswords beforehand add in the extra damage? Or would they now be even bigger and your new size unable to wield them anyway? I could always switch to the greatswords after the spell has been cast. In either case, could this work?

How can I gain resistance to piercing, bludgeoning, and slashing damage while in heavy armor?

I am theory-crafting a character that takes very little damage. I want to use the Heavy Armor Master feat to help with damage reduction from non-magical attacks, as well as the Battlemaster maneuver parry, and the Goliath feature stone’s endurance. How can I gain resistance to piercing, bludgeoning, and slashing while also using the Heavy Armor Master feat? I am most interested in answers that don’t depend on external sources, such as other characters and magic items, but I’d like to hear answers including those as well. Multi-classing is an option.

How does haste interact with the heavy armor penalty?

For a character that is wearing heavy armor, but does not have the prerequisite strength, there is a 10ft speed penalty.

If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Haste doubles the speed of the person it was cast on.

Until the spell ends, the target’s speed is doubled

Since the movement speed of heavy armor is a fixed amount, does the doubling apply to the base speed or the current speed? ie. A human with a base speed of 30. They put on heavy armor and have their speed reduced to 20. Haste is cast on them, does their speed become 30*2 – 10 = 50 or (30-10)*2=40?

DEX-focused heavy armour user – mithral full plate vs mithral breastplate

So I’m curious about a matter of best AC for my buck. I’m playing a Dexterity focused heavy armour character (Cavalier to be specific, but I imagine the same answer applies to fighters or any other heavy armour proficient characters), My starting Dex was 16, so without taking into account a Belt of Incredible Dexterity my DEX by level 20 will max at a +5 bonus.

I’m trying to decide whether I am better off using my heavy armour proficiency, getting Mithral Full Plate and accepting that I can onlyuse +3 of my DEX bonus for AC – though I believe I can still get my full DEX bonus to other things such as Weapon Finesse and Deft Strike (when I multiclass into Swordlord later on) and Reflex saves.

Or am I better off with something lighterweight like Mithral BReastplate, even thought he base AC is lower, get to apply more of my DEX to my AC and not take the movement speed penalty for wearing Medium armour which I would for having Full Plate.

I’m not especially confident in my math as to which can get the better overall AC – as I am a front-line tank and really my ideal situation is to maximise AC over any other concerns.

Can the spell immovable object be used to carry very heavy things?

The spell immovable object from Explorer’s Guide to Wildemount (pg. 187) says:

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. […]

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

The two phrases I am interested in here are:

You … can move the object normally

and,

it can carry up to 20,000 pounds of weight.

Suppose I cast immovable object at 6th level on a thin sheet of plywood. I then proceed to stack 19,999 pounds of gold ingots on top of the sheet of plywood. I then attempt to move the sheet of plywood normally.

Can an object under the effect of a 6th level immovable object spell still be moved normally while it is carrying up to 20,000 pounds?