I noticed that the Elemental Adept feat states (emphasis mine):
[…] when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. […]
Does this mean the feat applies to spells like flame strike which deal 4d6 fire damage and 4d6 radiant damage?
In other words, would taking Elemental Adept (fire), casting flame strike, and rolling a 1 on a radiant damage die allow me to treat that 1 as a 2 even though its damage type does not match the damage type I chose with Elemental Adept?
The War Domain cleric has the Channel Divinity option Guided Strike (PHB, p. 63):
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
The Channel Divinity option War God’s Blessing allows an identical benefit to extend to another creatures:
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
If two War Domain clerics were in the same party, and one uses Guided Strike to add +10 to their attack roll, could the other War Domain cleric use War God’s Blessing to add a further +10 to that attack roll?
Or would they not stack, as they are the same source (i.e. a War Domain cleric’s Channel Divinity)?
If you are not in meele,can you make a meele attack,and since the horizon walker distant strike tp is before the attack,get to meele and finish the attack?
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)
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 ?
I want to make a half-orc monk and I was wondering if the racial feature Savage Attacks from the half-orc race and unarmed strikes from the monk’s Martial Arts feature work together. Or, is there some reason that unarmed strikes don’t apply to this?
Most strikes in the Tome of Battle state
As part of this maneuver, make a single melee attack…
Does this mean that you can make that single attack a Decisive Strike by spending a full-round action instead of the usual standard action that the strikes require? If it doesn’t, is there a specific wording that let’s Stunning Fist be used as a Decisive Strike while the maneuvers aren’t?
I have a 3rd level gloom stalker and I have an idea. I have doubts that this will will work according to RAW and I just want to make sure.
A little background. Five highway bandits in a wooded area robbed a friend of the party and I know where to find them or at least a real good idea.
My basic idea is
1)Cast Hunters Mark to target a bandit before combat starts- I haven’t read anything saying that this starts combat
2)Start combat and make me attack which benefits from Hunters Mark. The rest of the party is going to try to stay hidden
3)Cast Zephyr Strike which ends Hunters Mark
4) attack with Dread Ambusher
5)Run if need be. I know they have ranged weapons and I want to make use of cover
I am a little unclear if I cast a spell in between attacks. As a side note I am trying a melee based ranger and have pole arm mastery
So, reading another question about Decisive Strike, the answer was that it works the same as a critical, by multiplying its damage and therefore utilising multiple rolls and adding the totals, however, it’s still not fully clear to me.
Let’s say that in this instance a Monk 4/Swordsage 2 with Assassin’s Stance, Fiery Fist and Shadow Blade (let’s say the DEX bonus is +4) makes a decisive strike sneak attack unarmed on a monster.
Normal damage would be 1d8 via unarmed damage + 1d6 fire damage via Fiery Fist + 2d6 per sneak attack + 4 via DEX bonus
I know the example is convoluted but i helps me know which sources multiply and which don’t. As I understand, with decisive strike it would be the following:
2d8 via unarmed damage + 2d6 fire damage via Fiery Fist + 4d6 via sneak attack + 4 DEX bonus
Is this correct? Is the fixed bonus also multiplied (in this case the +4 damage for DEX)?
And also, one little question on decisive strike; it says that every other attack before the start of my next turn is also doubled, yet the penalty only applies to the first roll. Does this mean that any other attack I get to make this round (by, let’s say, Fire Riposte, or an AoO), also gets double damage without penalty?
Sorry for the convoluted question, but when I start reading supplementary manuals, even if they are the PHB2, things get more and more confusing. Thanks in advance!
I know from a well voted for answer in Is a Wild Shape attack considered an unarmed strike? that it is possible for a druid to make an unarmed strike while wildshaped, just instead of the beast’s normal damage you would deal 1+STR (or otherwise for a monk or druid with Tavern Brawler), but what would the attack modifier be? A character is proficient in their unarmed strikes, so would they use proficiency bonus + strength modifier? Or would it just be straight strength modifier because they have no proficiency bonus, as their game statistics were replaced by the beast’s?
Arcane strike says that your weapons “are treated as magic for the purpose of overcoming damage reduction”. I do not read this as suggesting that a mundane weapon actually become magical – for instance, it would presumably still not be found by detect magic. An incorporeal creature is “immune to all nonmagical attack forms” and can only be struck by “magic weapons”. Does this mean that even with arcane strike, an otherwise nonmagical weapon is still ineffective against an incorporeal enemy?