Can “Emotional Vampire” aid an Empathy roll?

If an NPC or PC with "Emotional Vampire" rolls empathy to try pick up on something that is connected to the emotion they eat, by the rules of the system does Emotional Vampire give any bonus to that roll?

Or if you want it to help, would it have to be an explicit aspect invoke? (by player or GM if npc)

For instance:

  • A Lust Eater rolls empathy, to see if someone is hiding having an attraction to someone
  • A Fear Eater rolls empathy, to try pick up on if a poker faced individual is nervous/scared inside

And so on so forth with other related examples

I know in the lore of Dresden files they can pick up on these things and it aid them in the equivelant of empathy readings (they’re feeling this) and alertness (someone’s here/over there feeling that) if related to their diet, but I don’t know if that’s factored into rpg rules mechanically at all?

I can’t do the shortcut to roll a dice on beyond20

When I try to roll the dice from D&D beyond I can only roll it if I (as an example) click on my longsword and then go to the top right and click "beyond20", at first before I changed the settings if I hovered over "longsword" it would popup an icon in red, but now its grey and I can’t click it. Which setting do I have to enable/disable to fix this. I have tried looking over through the settings somewhere around five times.

Tarokka effect for a given die roll and critical success/miss. Is this balanced?

I’m now setting up my first session as DM. I don’t have the whole story yet, but I have a very simple first session that will introduce 3 players to the game (they are 4 in total).

I’m thinking of a few things to spice things up, based on their die rolls.

  • natural 20: critical success, the player gains advantage on its next attack
  • natural 1 : critical miss, the player misses and gains disadvantage on its next attack
  • natural 13: get a random effect from the tarokka deck

I may swap the 20 and 1 rolls by a player (or me) drawing a card from the luck deck, but not sure.

Does this sound like a good approach, or am I risking losing balance of the game?

How high can the static bonus to an attack roll get?

I was considering this Q&A: What is the highest possible AC?

I was curious about whether any attack roll could ever get high enough to hit such an AC (short of scoring a critical hit, which ignores AC), and that got me thinking: How high can the static bonus to an attack roll get?

I’m not interested in the amount of damage done, just the static bonus, hence I’m also not interested in the actual number rolled on the die, but if it matters, assume it’s not a critical hit. The bonus can be temporary or situational, hence buff spells are allowed.

Any magic items, help from friends, feats, official races or classes or subclasses are allowed, but UA is not allowed, and nor is anything involving any kind of polymorph/wild shape. Also assume that the maximum ability score range is 20, with the exception of Barbarians going up to 24 in STR and CON at level 20 (in other words, no Manuals/Tomes to get to 30, and no other magic items that increase your maximum, but class features that do the same are OK). We can also assume rolling ability scores with lucky rolls so we can have almost any ability score at 20.

The best I can think of off the top of my head is a level 20 Ranger (so proficiency bonus of +6) with 20 DEX, the Archery Fighting Style (+2), and is shooting their +3 Longbow at one of their favoured enemies, thus adding their WIS (also 20) to the attack roll, so that’s 6 + 5 + 5 + 3 + 2 = +21 bonus. (There are also probably some buffs that can be added to this, but I can’t recall any at the moment, but I’m sure something exists…)

Can we do better than that within the restrictions I’ve specified above?

Grappling strike fighter power with brawler style – attack roll bonus

I (the DM) have a player with a level 11 fighter (brawler style). She uses the power "Grappling strike" (Martial Power 2 p7) with a bastard sword (+2), and we disagree on bonuses to attack roll.

The power states:

Hit: 1 [W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.

And the brawler style (Martial Power 2 p6 with errata) states:

In addition, you gain a +2 enhancement bonus to the attack rolls of unarmed attacks and a +2 bonus to the attack rolls of grab attacks and attacks to move a creature you’re grabbing. These bonuses increase to +4 at 11th level and +6 at 21st level

She thinks the attack roll should have the brawler style bonus (+4 at level 11). But I think that bonus should not be counted, as it is for grab attack only, and grappling strike is an attack with just a grab effect/consequence.

I think the brawler style applies only to the grab action, describe in PHB 1, p290.

As English is not our native language, we may misunderstood this bonus.

A +4 bonus at level 11 seems a little overpowered for an at-will power, it can change:

1d20 + 17 (5 half level, 5 str, 3 proficiency, 2 alteration, 2 feat)

to:

1d20 + 21

A standard monster has 25 AC (DMG 1, p184): she will hit on 4+!

Can you please tell us which understanding is right ?

Does “Claw at the Moon” require the character to make a normal attack roll in addition to the Jump check?

Claw at the Moon’s description states the following:

ToB p.86

As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit.

If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on a roll to confirm a critical hit. The maneuver is still considered expended.

I have two interpretations of this maneuver’s effect:

  1. You get to make a Jump check and a normal attack roll, if the check fails, you only take into account the normal attack roll and don’t have any additional bonuses.
  2. You only make the Jump check to determine the attack roll (since the DC of the roll is the enemy’s AC, it would make sense), and only if you fail, you can make a normal attack roll and attack normally.

Logic dictates that the first interpretation is the correct one and that the second one is a tad overpowered, but I’ve been wrong before. Which interpretation is the correct one?

Is there any way to “hit with an attack” without making an attack roll?

The PH is clear about what counts as an attack:

If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack

However, it’s a general principle, and we know that specific beats general. Are there any specific cases in 5e when you actually performing an attack (that will trigger any “when you hit with an attack” feature) without making an attack roll?

Grapple and Shove doesn’t count — they do not count as a hit, so technically they are not “attacks”, despite they are called “special melee attacks” in the PH.

Related: What does upper-case-A-Attack action vs. lower-case-a-attack mean?

What do I roll to cast a summon with pre-determined base attack bonus?

I am playing a warlock in my current campaign and I selected earthen grasp for one of the invocations. Earthen grasp comes with its own base attack bonus:

Earthen Grasp:

Treat the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on).

Looking at this, it doesn’t seem to require any sort of roll since the strength bonus is always pre-determined. In that case, what would I need to roll in order to summon/cast an earthen grasp?