Can I choose to not use the Ranger’s Colossus Slayer feature when I hit an injured target with a bow and arrow?
When my DM found out about Colossus Slayer, he started making all my 1s on attack rolls a guaranteed hit against someone in my party as long as they’re in my range. We’re level 3 at the moment, and essentially half- and one-shotting my teammates every time I roll a 1 feels pretty sucky.
The Boogle creature has an action that can lay down a sticky oil that covers the ground in the Boggle’s space. In the DMG(p272) there are rules to Tumble, which lets you move through the enemy space once if you succeed.
Using them together could the Boggle use it’s Oil Puddle during it’s movement through their space?
I will explain what I’m trying to accomplish as I am having a difficult time figuring out the best way to ask this question. I have a custom theme that I am working on. I have several custom page templates for different page layouts etc.
I have one page template that places the page title centered below the header on top of a full width background image (featured image)…..a common template the user could use for interior pages if they want.
I realized that maybe they would want this feature at the top of some of the other layout templates. How can I add this to the top of every page template, but allow the feature to be checked on or off in the page editor? I feel like this should be somewhat standard, but I’m stuck.
Any help greatly appreciated!
I am considering a homebrew rule that would give players the option on leveling up to re-roll all of their hit dice (excluding their first level) instead of only rolling their new hit die when determining their maximum hit points.
For example a Wizard levels up to level 3. When they leveled up to level 2 they rolled a 2 and they have +0 CON so they had a maximum hp of 8. Instead of rolling their new hit die for possible outcomes of 9-14 hp they can choose to also re-roll their level 2 hit die for possible outcomes of 8-18.
I have been trying to figure out how this would affect average hp outcomes at different levels but I only play with probabilities as a hobby and I am having issues with the math once it gets to higher levels.
How would allowing players to re-roll all hit dice when leveling up affect average hp, assuming that players will always re-roll if their former max hp was below average?
Most Heighten effects are purely beneficial, but some significantly alter the effect of a spell. There is an edge case where you may want to use a high level spell slot but get the effect unaltered. The most obvious instance of this, to me, is Invisibility
Duration 10 minutes
Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn’t end if the target uses a hostile action.
A hypothetical, to illustrate, would be attempting to bypass a Dispel trap or otherwise expecting the Invisibility to be Counteracted while still wanting the 10 minute duration. Could I cast Invisibility using a 4th+ spell slot and still maintain the normal Duration and benefits/limitation of the spell?
Tasha’s Cauldron of Everything includes optional class features for every class from the Player’s Handbook. Barbarians, for example, can choose to gain an extra skill proficiency at 3rd level, and/or choose to gain a small bonus move as part of the action they take to start raging at 7th.
These features are listed as optional, but they don’t seem to have any drawbacks attached, besides a note that you should consult with your DM about taking them. Given DM approval, is there any good mechanical reason not to take an optional class feature, or should they essentially be considered upgrades over the base class?
I want to know if I can drop the light crossbow because I’m playing as an Artificer, and I don’t really need it?
The Martial Arts feature allows for a bonus action unarmed strike after a main attack of an unarmed strike or a monk weapon attack. The Ki Fueled Attack feature allows for either an unarmed strike or a monk weapon attack after spending a ki point (such as on a stunning strike) as part of the action. Am I right in saying that the differences between the two are limited to the following?:
- Martial arts has to be an attack, Ki Fueled can provide for something else, such as a subclass feature.
- Martial arts only has an unarmed bonus attack, Ki Fueled attack can be a weapon attack.
- Both and/or either in any way only allow for 1 additional attack as a bonus action.
I wonder if there is any way to make email an optional field while registering using default form. So that those who don’t know mail may leave it blank.
I got code from stackexchange but that doesn’t seems to work.I added code to functions.php under theme folder.
Any help is appreciated.Thanks in advance
The Black Hack 1e has an optional rule called "Original Armour". It reads like this:
The traditional concept of ascending AC bonuses can still be used with The Black Hack. Attacks are still made by rolling below attributes (such as STR and DEX) however the AC bonus of the target is added to the roll.
For example in ascending AC systems Leather typically adds +2 to a base of 10 (giving you AC12) – with TBH you would roll an attribute test to see if you hit or are able to avoid taking damage, and add +2 to the dice roll. The quick way to read AC from existing resources is just use the last number as a bonus.
But to avoid taking damage in this edition of the The Black Hack one also has to roll under a stat. In which case it makes no sense, in my opinion, to add +2 to the dice roll. Rather, it makes sense to add +2 to the target number. Is my interpretation correct?
For reference, the Black Hack 1e SRD is here. And the optional rules, including the one in question, are here.