I am a 5th level cleric in D&D and I am a little unsure about how to use spiritual weapon, which is cast with a bonus action.
The spell says that you create a weapon and then you can attack. It then says that “on your turn” as a bonus action you can move the weapon and hit another person, but spiritual weapon itself is already a bonus action.
Does this mean that you get a bonus action on a bonus action, or does the first bonus action become an action?
This came up in this question: What's an efficient way to handle magical item identification?. Many people suggested taking 10 on Spellcraft checks to identify magical items. I certainly see the appeal—but is it possible in all cases?
I thought that taking 10 or 20 was only possible if many attempts could be made and failure was not harmful (or if it was, the character accepted the harm). Since some magical items could be cursed or booby-trapped, it seems that trying to identify the item could be enough to trigger its harmful effects. By trying to identify such items, a character may be in "immediate danger" without knowing it. Does this mean that one cannot take 10 or 20?
For convenience, here’s what Paizo says about it (link):
Taking 10 and Taking 20
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success.
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common "take 20" skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
My players and I like to have fewer, harder combat encounters, as we’d rather be roleplaying than working through combats that we know the PCs will win.
It seems hard to arrange for this in 5e. I calculate the XP thresholds for my three PCs, and build a hard encounter, and either (a) they are wiped; or (b) they win, but it takes ages and ages because enemy HP is so high.
How can I build hard but winnable encounters which don’t drag due to very high monster HP values?
I’m doing a melee sorcerer, but I’m afraid of losing my concentration in combat because in the higher levels the damage is too big and the concentration check is too difficult.
My campaign dosen’t allow feats and multiclassing, only ASI.
Is the haste spell worth it at higher levels?
not worth it to cast only to lose it in one round because I was hit and lost concentration – that’s what I mean by "Is it worth it?"
dex- (+2) str- (+2) / int – (0) / wis- (-1) / const (+5)
There are few things in D&D 5E on which the consensus is as overwhelming as on the fact that True Strike is an extremely poor cantrip. As discussed in many places, the main problem is the action economy. As this answer to a similar question puts it, casting True Strike is not so much a benefit as it is a trade off: You waste your action on one turn in order to gain advantage and thus use your action more effectively on your next turn. As has also been pointed out countless times, this is rarely optimal, as attacking twice without advantage still has a better chance of hitting at least once than attacking once with advantage.
The generic scenario in which True Strike actually helps is when a character needs to put all their focus into making sure that one crucial, strategically relevant attack actually hits. Putting it like that doesn’t let it sound particularly magical: the character just takes their time to aim.
Would it be balanced to introduce an Aim Action, that is available to everyone and does exactly what True Strike does (mechanically)?
I also noticed that the Unearthed Arcana Class Feature Variants include the "Cunning Action: Aim" for the rogue. Having a general Aim Action and allowing this feature variant would keep in line with the idea that the Cunning Action lets the rogue do things anyone can do, just quicker. It’s Unearthed Arcana, so this may not be a great argument, but I like how consistent it feels.
I’m running Curse of Strahd for about 5 players. The party is currently level 4 and has managed to travel all the way to Krezk from Barovia after finishing death house, at the behest of Ismark and Ireena.
I estimated travel time based on the map of Barovia provided in the module very roughly. Each hex is supposed to be 1/4 mile, and pg 28 of the module says:
Dangers abound in the land of Barovia. Check for a random encounter after every 30 minutes that the adventurers spend on the roads or in the wilderness. (Don’t check if they have already had two random encounters outdoors in the past 12 hours).
I counted roughly 70 hexes along the road from Barovia to Vallaki. This comes out to 17.5 miles, which could be covered in about 5.8 hours on foot assuming a Normal travel pace of 3 mph. At a fast pace (e.g. you were in a hurry to get the hell out of town because you stole a girl from a vampire) you’d get there in around 4.4 hours.
I went with that for the players, and they had a pretty quiet walk to Vallaki. They ran into
neither of which slowed them down since both encounters were non-combat. Per the book, I didn’t check for any additional encounters.
Anyways, by the time they got around to leaving Vallaki for Krezk the next day, I wasn’t sure if they should have been making such swift progress. I could have had Strahd or some other force arbitrarily waylay them, but I was still getting used to my big boy GM boots and didn’t want to do that. They ended up making it to Krezk that following day, where some fun stuff happened with the Abbott.
I was a little unprepared for them to make such swift progress in a single session and skip over all the hooks in Barovia and Vallaki. I did my best to keep the game going anyways, but I wasn’t sure if I was missing something either implied or outright stated in the module that should make it more difficult to walk across Strahd’s domain. I understand that Strahd himself might have made things more difficult (especially concerning Ireena), but should the overland travel itself be more arduous/take more time, given a party who sticks to traveling during the day?
Is that mean I would need to get a physical access to the device? or is there any other ways to get information, I’m trying to scan my own smartphone and all the ports are closed, and I did the same with my laptop and all the ports were filtered, so, I’m kind of stuck. On the other hand, all the information I found on Internet is relying on getting more results with differents nmap scans, so I guess my real question here is , Is there any other software, teqnique or anything to do that’s not involving nmap? `
(This is not a question about what does mean filtered or closed)
The rules on Two-Weapon Fighting state:
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand.
However, the description of bonus actions states:
You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified
So, can you attack with your bonus action first?
There’s an option in my campaign that the characters can save a man cursed to be a stag, and if they can reverse the curse he will be really grateful, but doesn’t have anything to repay them with. I want to turn him into a wizard (lvl 5+ preferably) and then have him come back into contact and give them some magical calling item so he can come and fight alongside them once to help them out and settle his debt. How long does it make sense to wait (in game time) before the NPC could be Lvl 5+? I want to keep it realistic but I also don’t want to sit on it so long they forget who he is.
I have been using a neat plugin to make sites multilingual. The last update to the plugin was 5 years ago – and it is broken as of WP 5.5.
I have signed up to the WordPress plugins site, but can find no way to sign up to (or even contact!) a project. Nor can I find a contact for a site moderator or suchlike.
How do you do that? How can one take over leadership of an abandoned project?