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?

Using heavy weapons light weapons and monk

I have a question I’d hope someone can answer. I have the idea of going with 3 battle master and 8 Kensei. I want to use mainly my greatsword to attack, however, I have the idea of using a dagger as a kensei weapon to benefit from time to time from the +2 ac. In the future, I could use a venom dagger and well add and combine different features, since you need 2 hands to use a greatsword but not carry it, and I can have an interaction as a part of my action.

My question is: are scenarios possible?

A: Attack with dagger > sheath dagger as part of the action > attack with greatsword

B: 2 attacks with greatsword > unsheath dagger as part of the action (after the attacks)> use agile parry as bonus action > next turn > use action to poison dagger > action surge> 1 attack with dagger (while holding the greatsword on the other hand) > sheath dagger as part of the action > 1 attack with greatsword > flurry of blows as bonus action

How far can you drag a grappled, heavy opponent?

A mostly theoretical rules question. Assume a Medium creature (“Grappler”) has grappled another Medium creature (“Heavyweight”). For unimportant reasons, Heavyweight is very heavy- heavier than Grappler’s carry capacity, but not so heavy as to exceed Grappler’s push/drag/lift capacity.

The rules for moving a grappled opponent (PHB p.195) state:

When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

The rules for dragging a weight (PHB p.175) state

You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

If Grappler were to attempt to drag Heavyweight, in what order should these rules be adjudicated to determine how far Grappler could move?

Heavy thrown implement for Invoker

I have this idea of a hybrid Fighter|Invoker, using Cleave and Deft Hurler to throw Divine Bolts. Deft Hurler (Dr 368) lets you use a ranged basic attack after Cleave:

Cleave: You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks.

RAW, implement powers used with weapon implements still count as “with a weapon”.

Power of Skill (DP) turns Divine Bolts into a basic attack:

You can use any power you have that is associated with this feat as a basic attack. (Divine Bolts is listed)

Now I just need a heavy thrown weapon with the highest damage that is usable as an implement by an Invoker.
Bonus points if it is possible without a multiclass feat, as I want to use Seeker MC in paragon to get Primal Eye.


If it matters:
Str 17, Con 12, Dex 13, Int 8, Wis 16, Cha 8
Goliath (but any Str/Wis race will do)

Photon Realtime, StripKeysWithNullValues cause heavy GC Alloc

In our current project, we use Photon room properties to sync entities. and i noticed some heavy GC Allocs while deep profiling the game and it always ends down to this method.

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Have anyone faced this issue before ? or attempted to fix it ? here is the source code of that method.

/// <summary>         /// This removes all key-value pairs that have a null-reference as value.         /// Photon properties are removed by setting their value to null.         /// Changes the original passed IDictionary!         /// </summary>         /// <param name="original">The IDictionary to strip of keys with null-values.</param>         public static void StripKeysWithNullValues(this IDictionary original)         {             object[] keys = new object[original.Count];             original.Keys.CopyTo(keys, 0);              for (int index = 0; index < keys.Length; index++)             {                 var key = keys[index];                 if (original[key] == null)                 {                     original.Remove(key);                 }             }         } 

When would you ever use a heavy crossbow over a hand crossbow if you have Sharpshooter and Crossbow Expert?

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?