I’d like to do some flashy combat stunts and still deal sneak attack damage. Are the following mechanically possible to do in game?

Feats used

  • Twin Throw: As part of full attack action throw ranged weapons using one attack roll

  • Ranged Feint: Feint using a ranged weapon

  • Two Weapon Feint: Sacrifice an attack to use Feint

  • Throw and Charge: As a full round action, you can throw a light or one-handed ranged weapon, draw another weapon, and then charge. Both attacks are made at your highest BAB with a +2 bonus to your charge attack.

Set up: Initiate Twin Throw (assumed throwing with primary and offhand) use one of the two attacks to do a Ranged Feint. If successful, the second attack can do sneak attack damage followed by what ever method you choose to deliver a the charge attack. (Roundhouse kick, uppercut, shoulder charge, clothes line, Guile’s Flash Kick) With Twin Throw you have 2 chances to do a Ranged Feint and still catch a target flat footed with the charge.

Is this a good alternative, both mechanically and role-playing, to the oathbreaker paladin?

In a current D&D 5e game I’m running, one of my players is running an Oath of Glory paladin who, after coming to disagree with his war-god deity, effectively broke his oath. To clarify the exact disagreement, his god is a god of victory, war, and competition but the character has come to value protecting others and promoting free will. While we were initially talking about just changing him to a different deity, we both came to feel like either a class or subclass change to reflect this rather important change would be proper.

We started with Oathbreaker, but both agreed that wouldn’t work as the character isn’t evil and remains opposed to necromancy. Then, we considered Redemption, but agreed that his character won’t be into the pacifism there. We went through a lot of the other subclasses, but didn’t quite find one that fit.

Thus, we come to the homebrew subclass. It is meant to emphasize the ability to change, both yourself and others, and being able to learn from and grow from failures (side-note: there’s a god of free will in the world which will likely be his new deity). I’ll list out everything below with subclass content in bold and add my comments/justifications below. All help, opinions, and suggestions will be greatly appreciated.

Tenets of New Paths

  • Forgiveness. Forgive others who have erred and chosen the wrong paths, just as others have forgiven you.
  • Progress. Move forward and push others to do the same.
  • Consideration. Tradition does not make something right, nor does innovation. Everything must be judged for what it is, not where it came from.
  • Flexibility. Not everyone is fortunate enough to have one path which is correct for them. Be willing to change yourself and patient with others when they must change.
  • Reflection. Consider each of your actions and whether they can truly be called good in the eyes of the gods. Repeat those which are but do not be weighed down by those which are not.

This one is pretty straightforward and based largely in the character situation, described in the intro.

Oath Spells

3rd. Protection from Evil and Good, Comprehend Languages

5th. Alter Self, Fortune’s Favor

9th. Tongues, Protection from Energy

13th. Freedom of Movement, Polymorph

17th. Dispel Evil and Good, Passwall

This one I had some trouble with. I like the spells thematically, but I worry that they are too similar to the Devotion list and a bit too eclectic to be useful. Also, I worry somewhat that Polymorph overshadows the rest of the list. I initially justified it by being a balance between Animate Dead and Dominate Person from Oathbreaker, but the more I’ve thought about it, the less I like it here.

3rd level – Channel Divinity

Redeem the Fallen: You can use your Channel Divinity to lead discouraged or downcast allies to new victory. As an action, choose a number of allies that you can see within 30 ft. Any of those creatures which are charmed, frightened, or under the effects of a similar condition are returned to normal.

This one is roughly balanced against the Oath of the Crown’s Turn the Tide, but rather than healing a similar amount to a 1st level cure wounds, this removes a status condition in a similar way to a 2nd level lesser restoration. So, perhaps a bit stronger, but more circumstantial.

Break the Stubborn: You can use your Channel Divinity to scatter those who would block your path. As a bonus action, choose a number of creatures equal to your charisma modifier (minimum 1). Each of those creatures must make a Strength saving throw or be tossed aside by divine force. They are launched 20 feet in a direction of your choice, taking fall damage if necessary, and land prone.

For this one, it’s intended to be an alternative to the Channel Divinities which Turn enemies, such as Turn the Faithless from Oath of the Ancients. On the one hand, it doesn’t disable enemies for as long and it relies of strength saves, which monsters tend to do better at than something like Wisdom. On the other, it isn’t limited to a specific creature type, plus gives a lot more flexibility in battlefield control.

7th and 18th level – Aura of Hope

Beginning at 7th level, your example of determination inspires those around you. You and friendly creatures within 10 feet of you experience the benefits of the Bless spell. At 18th level, this increases to 30 ft.

This is a fairly straightforward comparison. As compared to the Oathbreaker’s Aura of Hate, this is again more versatile but less potentially powerful. That said, I also feel like it’s a bit weak to other auras, especially the Aura of Warding from Oath of the Ancients, but maybe I undervalue Bless.

15th level – Forge a New Oath

Starting at 15th level, you may call upon the power of your god for an exceptional boon. As an action, you may pick one spell of 7th level or lower from the cleric spell list with a casting time of 1 action and cast it. You may only use this feature once per day.

I found this one a bit hard to balance as the other subclasses have a lot of variation. I feel like it’s relatively equivalent to the permanent resistances granted by Oathbreaker’s Supernatural Resistance, but, again, there’s a lot of potential variation here.

20th level – Create a New Future

Starting at 20th level, you may use a bonus action to cause creatures within range of your Aura of Hope to do the impossible. Each friendly creature, including yourself, within range of your Aura of Hope may replace the roll of their next ability check, saving throw, or attack roll with a 20. You may only use this ability once per day.

I do feel this one might be too powerful. A lot of the other subclasses give the paladin some kind of super form, such as Dread Lord from Oathbreaker, but this one allows for truly massive burst damage. This largely comes from my preference for burst damage and more fast-paced combats. Still, I’m open to feedback.

And there we have it! Again, my main question is twofold:

  1. Does it makes sense from a role playing perspective for the PC as described?
  2. Does it seems mechanically balanced against other Paladin subclasses, especially Oathbreaker?

Thanks for reading and feel free to let me have it for this mess.

Mechanically Speaking, What is the Best Alignment for a Cleric?

So I for a while now I’ve thought that from a purely mechanical standpoint true neutral is the best alignment as a cleric; you can worship any deity because they will always be within 1 step; similarly, with aligned spells you are not restricted so long as you either worship a concept or have a true neutral deity.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Alignment: A cleric’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Well, that’s more or less my own theory on it but I tend to overlook stuff in the rules quite frequently and wanted confirmation from someone more familiar with this kind of stuff than me.

Out of all the alignments, what is the best one for cleric, mechanically speaking?

Mechanically speaking what makes a item more useful, a raw bonus or advantage? [duplicate]

I’m looking at D&D 5e to homebrew a specific item and I’m debating what would be better. Advantage or raw bonus. The item is a coin that you toss it before a ability check or a attack roll. If the coin lands on the heads, you gain a boon. If the coin lands on the tails, you get a penalty.

I was considering making the boon a raw bonus of +3 to the subsequent roll if it’s a boon or -3 if it is a penalty. But it was brought to my attention that giving advantage/disadvantage could potentially be more balanced. So here’s my question, what would be better mechanically for the player?

How does being pulled into a demesne mechanically work?

Demesnes, are described as the following:

As a spirit that has been linked to the mortal world, you naturally create a space within the Nevernever tied to that place or concept. The space reflects the landscape of your "mind".

Ghosts possess a major advantage in their demense, in comparison to their mortal haunt. But the question is: how do they get there, or get someone they are targeting into there to make use of that?

As shown in the description, it is tied to the mortal location but I’m not certain how mechanically the tie functions.

Is it a specific power required such as swift transition – which seems to be an automatic success, if only one per scene? Although it also seems like it would only apply to the ghost itself moving and not bringing anyone else along.

Or is it a matter of a ghost having to simply roll a skill (discipline?) – and a PC having to roll (conviction?) to resist the transition and stay out of the Nevernever? Treat it like any other combat roll?

Is using stunting and pranks to gain advantage instead of stealth mechanically sound?

I would like to break the stereotype that rogues are always super stealthy sneaky types that appear from the shadows and strike and then disappear, for me that makes the flavor of the game not as fun and reduces the amount of decision making in-game. This is the reason I haven’t considered playing rogue ever.

I am selecting the thief rogue archetype in order to be able to take advantage of the use an object bonus action, and combine it with free actions for maximum effectiveness to allow for stunting and debuffing to gain the advantage required for sneak attacks. Is this a mechanically sound way to reliably trigger sneak attacks?

Ways this could potentially be implemented in practice:

  • Throwing dust into the eyes of an enemy
  • Using tinderbox to light their clothing, hair, or fur on fire
  • Using ten foot pole or quarter staff to poke and harass them
  • Using ropes and whips to attempt to trip them up or lasso them
  • Throwing caltrops, ball bearings, or oil, under their feet
  • Pantsing them or messing with their clothing in a similar way

Does changing the outside dimensions of a Bag of Holding break anything mechanically?

One of my players made a character who’s a 2ft. tall gnome artificer. He just created a bag of holding as his wondrous invention, but the exterior dimensions (2ft. wide by 4ft. deep) is bigger than him. So I decide to make it a drawstring backpack with a 2ft. mouth so he still has the same insertion dimensions, and 1.5ft. deep so he can wear it like a backpack and not trip.

Does this change anything about the bag mechanically? Does this seem like a reasonable change?

Is the Crag Cat or the Dire Wolf the mechanically better Wild Shape choice?

Which is the mechanically superior Wild Shape form in terms of survivability and situational benefits: the Crag Cat (SKT pg. 240) or the Dire Wolf (MM pg. 321)?

I know the Dire Wolf has better stats than the Crag Cat (AC/HP), but the features are drastically different. I’m looking for a mechanical answer, not an opinion.

I’m looking at these for possible Wild Shape options for a level 8 non-Moon Druid. My DM has already ok’d the non-MM choices.

What is mechanically equivalent to Thieves’ Cant?

Thieves’ Cant is a class feature of Rogue in 5e.

As it is a method of communication, can it be taken as a language? If not, is it mechanically equivalent to something that can be swapped so that characters of another class can use it without multiclassing?

Are there any other rule mechanics e.g. background, that could grant Thieves’ Cant?

Is this cursed sword mechanically appropriate?

I have an idea for a cursed longsword for my players to find in the next campaign the stats are as follows

The sword will be a sentient weapon. The sword will have a -2 to attack rolls but a +2 to damage as well as dealing an additional 1d10 cold damage. While the sword is attuned to the user they are compelled to use the cursed sword using any other weapon will result in a -4 to all attacks rolls made with the non-cursed weapon. The curse can be broken by Remove Curse, Greater Restoration, or atoning for sins committed.

Is the curse or any other property to hindering or favoring to a level 5 player with a party average attack bonus of +8