Considering it says "you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack." If , for example, there’s a wall a goblin is hiding behind. It’s my Ranged Ally’s turn and they can see me but can’t see the goblin because it’s behind the wall. Could my ally shoot an arrow or any weapon projectile at me so I could use Deflect Missile?
While 99% of the time this doesn’t matter if you roll several dice or just the 1 dice for all the darts, a player did something which seems contradictory and knowing the true answer to this would clear up a lot of uncertainty.
They cast magic missile after using Hexblade’s curse, to add their prof to each damage roll. Then after used the Empowered Metamagic to reroll the 1 for all the darts, into a 4, and topped it all of with the wizards Empowered Evocation to add their INT to the dart.
The way I see this the Hexblades curse would only work several times if you were treating each of the darts individually, by rolling them out separately. This would have the benefit that the Lore Bards cutting words can’t cut the damage down to zero as effortlessly, by cutting the 1 dart that is multiplied down to 0.
But if treated as an AOE the Empower Metamagic and wizards Empowered Evocation would work. This also matters immensely when considering how magic missile works on damage thresholds (others have answered, and it seems to contradict again).
So my question which way does it work?
I’m working on a story that has a mix of futuristic tech and D&D style magic, so I was wondering about this interaction.
(Note: I’m "houseruling" that Magic Missile can be used to attack objects)
Even a really pokey airplane flying at 136 miles per hour crosses Magic Missile’s 120-foot range in under a second, as the craft is flying at just under 200 feet per second. That’s peanuts compared to something flying supersonic or hypersonic speeds.
Something going Mach 2 crosses 2,251 feet in one second, and something flying at Mach 16.7 covers 18,793 feet in that same second.
So, would it turn a normally ‘always accurate’ attack into a ‘roll to hit’ attack, or would it even be possible to hit such fast-moving targets with a spell like Magic Missile directly, or would you have to use spells that simulate flak instead?
I got interested into the cursed item Shield of Missile Attraction, but I have some doubts on how it works. Consider the following scenario:
- Thurin the Dwarven fighter is walking along the city street, it wears full plate armor and has this cursed shield. Total AC 18.
- Dalena the Elven mage is just some steps beyond Thurin (hence inside the 10 feet radius). She has a total AC of 15.
- Greg the thief is planning to kill the mage, from the roof, since she killed his beloved one. He rolls for attack with his crossbow: 16.
Since the fighter has the cursed shield it becomes the target of Greg’s attack. My question is
- does Greg have to use the original attack roll (16, in this case) because the shield changes only the target? In this case, the attack misses and Thurin does not get hurt.
- does Greg have to roll another die for the attack? In this case the dwarf may get hit.
The first one seems to be more fair, since the attacker actually does not know that the dart will be deviated towards the owner of the shield.
The Sorcerer’s metamagic features has the following general rules:
At 3rd level, you gain the ability to twist your spells to suit your needs…You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
The Empowered Spell metamagic states:
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
The Wand of Magic Missiles states:
While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it.
My question is does the process of activating the Wand equate to the sorcerer casting the Magic Missile spell and thus it becomes a suitable target spell for enhancement using the Empower Spell metamagic? Or does the casting occur from the wand and not from the sorcerer, thereby rendering the spell invalid for metamagic enhancement?
I think I understand the basics of the ability that the Monk gets, but just wanted to check if I was right:
If the Monk is successful at catching a missile and then throws it back at the target, do you roll a d20 + Dex + Proficiency bonus to hit, just as if it was a normal arrow fired from a bow (for example)?
Then the damage caused is your Monk Dice (1d4 at level 1) + Dex?
Is the ranged attack resulting from a monk/rogue’s Deflect Missiles eligible to add sneak attack damage? For example, if the creature who made the initial ranged attack is engaged in melee as per the rules of Sneak Attack, or if the Monk/Rogue were to somehow have advantage on the roll, for example by way of a spent inspiration point.
I haven’t come across anything that seems to openly rule it out, but the idea of throwing somebody’s crossbow bolt back at them and doing 1d8 +3d6 damage (at Monk 14/ Rogue 6) seems a little broken to me.
Similar to this question, but way simpler.
The Monk Deflect Missile feature states:
If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
The question is: assume a Monk is hit by a Crossbow Bolt and manages to nullify the damage. The same Bolt can be used by three different Crossbows (Hand, Light or Heavy), to deal 1d6, 1d8 or 1d10.
Does the damage used by the Deflect Missile depend on the weapon that was used to attack the Monk in the first place? That seems very weird, since the difference is pretty much only the speed that the crossbow fires the bolt – which is meaningless once the Monk has stopped the shot.
In particular, the text states the missile counts as a monk weapon for the attack. Does it mean we should use the damage from the Monk Dice?
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
The problem here is that it says you can replace the weapon damage for the Monk Dice (this is how I call the dice from the column), but not necessarily has to.
So, what dice do I roll?
The Dungeon Master’s Guide has the following rule for objects (p.246):
Damage Threshold. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points.
Page 119 of the DMG provides information for the statistics of a keelboat, which has 100 HP, 15 AC, and a damage threshold of 10. A wizard casts a 9th-level Magic Missile at the keelboat, creating 11 darts that do 1d4+1 force damage each. The darts each strike the keelboat simultaneously, and let’s say they all do maximum damage for a total of 55 damage.
Now, does the keelboat take 55 damage or no damage at all?
At level 2 a Lore Master wizard has the Spell Secrets ability. This allows the wizard to change the damage type of a spell, like magic missile, from force damage to fire damage.
If a character multiclasses into Phoenix Sorcerer she can use her Mantle of Flame ability to add her charisma bonus to one fire damage die roll.
Or a character could multiclass into Dragon Sorcerer and use the Elemental Affinity ability at level 6 to get the same effect on a variety of damage types.
Frozen, flaming or electric magic missiles sound kind of cool. Adding bonus damage sounds powerful.
Do these builds work? Is getting a level 10 ability this early too unbalanced?