Is it possible to model these probabilities in AnyDice?

I was asked by a pal to help him model a dice mechanic in AnyDice. I must admit I am an absolute neophyte with it, and I offered to solve it using software I’m better versed in. I’d like to be able to help them do this in AnyDice.

The mechanic is as follows:

  • The player and their opponent are each assigned a pool of dice. This is done via other mechanics of the game, of which details are not germane. Suffice to say, the player will have some set of dice (say 2D6, 1D8, and 1D12) that will face off against the opponents pool (which will generally be different from the player’s, say 3D6, 2D8 and 1D12).
  • The player and their oppoent roll their pools.
  • The opponent notes their highest value die. This is the target.
  • The player counts the number of their dice that have a higher value than the target, if any.
  • The count of the dice exceeding the target, if any, is the number of success points.

I searched the AnyDice tag here for questions that might be similar, the closest I found was "Modelling an opposed dice pool mechanic in AnyDice", specifically the answer by Ilmari Karonen.

That question and answer, however, deals with only a single die type.

Can a question like "What are the probabilities of N successes when rolling 4D6 and 6D20 as the player against 6D6 and 4D20 for the opponent?", be handled in AnyDice and produce a chart similar to that below?

enter image description here

What’s with these pointless empty log files? And why does the csvlog mode create plaintext ones too?

I’ve been fighting for days now just to get god damn logging set up. I’ve had to write a ton of code manually because PG doesn’t provide any automated mechanism to do this, for some reason, nor even tells you anything, beyond this: https://www.postgresql.org/docs/12/runtime-config-logging.html#RUNTIME-CONFIG-LOGGING-CSVLOG

I have:

  1. Set up the postgres_log table exactly like it says on that page.
  2. Set up my postgresql.conf like this (also as it says on the page, except it only describes it vaguely and lets me find out everything on my own):
log_destination = 'csvlog' logging_collector = on log_directory = 'C:\pglogs' # Yes, I requires double \ chars or else it removes them entirely... log_filename = 'PG_%Y-%m-%d_%H;%M;%S' log_rotation_age = 1min log_rotation_size = 0 log_truncate_on_rotation = on 
  1. Coded my own mechanism to constantly go through C:\pglogs for any .csv file, skipping any ones that PG reports are already in use with pg_current_logfile, feed them into PG’s table and then delete the file. This took me a huge amount of time and effort and not a word about it was mentioned in that "manual".

Questions:

  1. PostgreSQL creates both PG_2020-09-20_00;56;19.csv (in CSV format) and PG_2020-09-20_00;56;19 (in plaintext format) files. I obviously don’t want the extensionless files. Why are they created?
  2. Every minute (as specified) PG creates new log files, even if there’s nothing new to log. This results in an endless stream of empty log files (which my custom script goes through, "imports" and then deletes). How do I tell PG to stop doing that? It seems like pointless wear & tear on my disk to make empty files which are just deleted seconds later by my ever-running script.
  3. Why isn’t all of this automated? Why do I have to spend so much time to manually cobble together a solution to import the CSV files back into PG? In fact, why are they dumped to CSV files in the first place? Why doesn’t PG have the ability to directly log into that database table? It seems like a pointless exercise to dump CSV files which are only going to be COPYied back into the database and then deleted.

What events are depicted in these frescos from the “Shield of the Hidden Lord” DMsGuild module (which expands on the Descent into Avernus adventure)?

There is an unofficial module on DMsGuild named "Shield of the Hidden Lord" by M.T. Black – who is one of the writers on the official adventure Baldur’s Gate: Descent into Avernus, so I assume its lore is correct.

Pages 7-8 of the "Shield of the Hidden Lord" PDF include the descriptions of 4 frescos on the walls of area T2. These paintings reportedly depict Gargauth (presumably different key aspects or events relating to Gargauth).

What events or aspects exactly are depicted in each of the following frescos?

First Fresco. A handsome sage in amber robes sits on a throne with a pile of scrolls next to him. He is speaking to a group of kings and queens, who listen to him with interest and respect.

  • I suppose this is just an illustration of Gargauth’s charming abilities. Is that the only meaning?

Second Fresco. The sage in amber robes looks at a city in the background. The city is burning, and soldiers fight in its streets. In the foreground are two snakes, twisted together.

  • What city is depicted here?
  • Who are the soldiers, and what organisations do they belong to? Why do they fight?
  • What is the meaning of these snakes?

Third Fresco. The sage in amber robes rides a blue dragon over a dark forest. In a clearing in the forest is a unicorn with a broken, twisted horn.

  • I found this dragon’s name: Rathguul. Is that right?
  • Why is there a unicorn?
  • A twisted horn is Gargauth’s holy symbol. But the module says that Gargauth’s holy symbol is a Knight of the Shield badge. What is right here?

Fourth Fresco. The sage in amber robes wields a rapier and fights a shadowy figure in dark armor. The shadowy figure wears a jeweled gauntlet.

  • Why a rapier?
  • Who is the figure? Bhaal?

Are these Yuan-Ti’s osssra rules balanced?

I am DMing a homebrew campaign and I created an exotic island ruled by Yuan-ti. I read the Serpent Kingdoms 3rd edition manual and I tried to adapt the osssra table (page 150).

In 5th edition the condition Poisoned tries to simplify the effects of poisons, even if in DMG (pages 257-258) some different poisons and their effects are described. I was actually fascinated by the different osssras’ effect on both Yuan-ti and scaleless ones: collapsing every dangerous effect in the Poisoned condition seemed to me quite inadequate. I thus wrote the following rules.

Effect of Ossra on Yuan-ti

In order to gain the advantages given by an osssra, a Yuan–ti must inhale osssra’s smoke for at least 4 rounds, except for Hooloond. A bracer spreading osssra’s smoke covers a circular area of 20 ft. radius (as the fog cloud spell) except for Ulathlasss which covers an area of 15 ft. radius (due to its particular "heaviness").

+---------------------------+----------------------------------------------------+-----------------------+ | Osssra                    | Effect                                             | Duration              | +---------------------------+----------------------------------------------------+-----------------------+ | Mixed flaming osssra oils | Disadvantage on DEX checks and Ranged attacks      | 2d6+2 rounds          | |                           | (20 CON save, no effect on success)                |                       | +---------------------------+----------------------------------------------------+-----------------------+ | Amasstarte smoke          | Cure Wounds 4d8+8                                  |                       | +---------------------------+----------------------------------------------------+-----------------------+ | Battasss smoke            | Advantage on WIS checks, automatic success         | 10 minutes            | |                           | for Concentration spell checks after taking damage |                       | +---------------------------+----------------------------------------------------+-----------------------+ | Duthlah’hass smoke        | The yuan--ti enters in a dreamsleep state          | 4 Hours.              | |                           | (such as under the \emph{Dream} spell), in which   | Ends on damage taken. | |                           | he can retrieve memories (such as where or how     |                       | |                           | they hid something long ago, or snatches of        |                       | |                           | overheard conversation) and/or receive             |                       | |                           | messages from their deities.                       |                       | +---------------------------+----------------------------------------------------+-----------------------+ | Ektharisss smoke          | Levitate                                           | 10 Minutes            | +---------------------------+----------------------------------------------------+-----------------------+ | Faele smoke               | Advantage on CON saving throws, resistance on      | 4 Hours               | |                           | piercing, bludgeoning and slashing damage          |                       | +---------------------------+----------------------------------------------------+-----------------------+ | Hooloond smoke            | Cure Wounds 1d6+1/round while in contact           | Instantaneous,        | |                           | with the Hooloond smoke                            | max 10 rounds         | +---------------------------+----------------------------------------------------+-----------------------+ | Jalasss smoke             | Immune to Enchantment spells                       | 4 Hours               | +---------------------------+----------------------------------------------------+-----------------------+ | Laerisss smoke            | Advantage on DEX checks and ranged attacks         | 4 Hours               | +---------------------------+----------------------------------------------------+-----------------------+ | Ruusstantar smoke         | 1d12 (inhaled smoke) or 2d12 (contact with         | 4 Hours               | |                           | osssra) Temporary HP                               |                       | +---------------------------+----------------------------------------------------+-----------------------+ | Ulathlasss smoke          | Resistance to Fire and Cold damage                 | 4 Hours               | +---------------------------+----------------------------------------------------+-----------------------+ 

Effect of Ossra on Scaleless Ones

As soon as a scaleless one enters in an area where an osssra smoke is present, they have to make a Constitution saving throw (DC set by the type of osssra in the table below). The effects are active as long as the creature stands in the area covered by the smoke (see previous section for the dimension). If the creature exists the area, it must make a Constitution saving throw or suffer from the secondary effect for 1d4-1 (min. 1) more rounds.

+---------------------------+---------+------------------------------------+--------------------------------+--------+ | Osssra                    | DC(CON) | Effect on failed save              | Effect on succeeded save       | Price  | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Mixed flaming osssra oils | 20      | 3d4+3 Poison damage, Poisoned      | Disadvantage on DEX checks     | varies | |                           |         |                                    |  and Ranged attacks            |        | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Amasstarte smoke          | 13      | Paralized for 1d4+1 rounds         | Slow 1d4+1 Rounds              | 500    | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Battasss smoke            | 14      | Poisoned                           | Disadvantage on WIS checks     | 800    | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Duthlah’hass smoke        | 15      | Unconscious for 1d4+1 round        | Retching and prone.            | 1200   | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Ektharisss smoke          | 14      | Disadvantage on STR checks         | Disadvantage melee attacks     | 800    | |                           |         | and Disadvantage on melee attacks  |                                |        | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Faele smoke               | 15      | Stunned                            | Disadvantage on CON checks     | 1800   | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Hooloond smoke            | 17      | 4d6 Poison                         | Half damage                    | 1400   | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Jalasss smoke             | 13      | Disadvantage on INT and WIS checks | Disadvantage on INT checks .   | 800    | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Laerisss smoke            | 14      | 2d4 Acid damage,                   | 2d4 Acid Damage                | 300    | |                           |         | Disadvantage on DEX checks         |                                |        | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Ruusstantar smoke         | 15      | 4d4 Poison Damage                  | Half damage                    | 500    | +---------------------------+---------+------------------------------------+--------------------------------+--------+ | Ulathlasss smoke          | 16      | Paralized for 1d4+1 rounds         | Incapacitated for 1d4+1 rounds | 1800   | +---------------------------+---------+------------------------------------+--------------------------------+--------+ 

Discussion

I have the following thoughts about what I wrote.

  • I tried to follow some logical connections between the effects on Yuan-ti and on scaleless one.
  • Are the DCs balanced? Maybe they are quite low, but even in case of a successful saving throw a creature has some disadvantages, hence I thought it was a good way to create a sort of equilibrium.
  • I decided to put effects on a successful saving throw because I think that these osssras are very powerful
  • Is it ok to make the effect lasting after a creature exits the smoke cloud?
  • The cost is very similar to the table of the 3rd edition.
  • I rely on the description on Serpent Kingdoms for ingredients, visual aspects and smells of the ossras.

Why are these two histograms plotting so differently?

I have two lists, which are pretty similar. They are given by:

list1=Flatten[Table[#[[1]], #[[2]]] & /@ {{1, 2},{2, 9},{3, 3},{4,73},{5, 38}}] list2=Flatten[Table[#[[1]], #[[2]]] & /@ {{1, 2},{2, 10},{3, 8},{4,65},{5, 22}}] 

ie. list1 is a list of 2 1’s, 9 2’s, 3 3’s, etc.

If I plot a histogram of them next to each other they come out like this:

{Histogram[list1],Histogram[list2]} 

enter image description here

And I can’t figure out why the labelling is different. I would like to have all of my numbers in the centre of the column, so tried using the answer from this question. as so:

{Histogram[list1,    Ticks -> {{# + .5, #} & /@ HistogramList[list1][[1]], Automatic}],   Histogram[list2,    Ticks -> {{# + .5, #} & /@ HistogramList[list2][[1]], Automatic}]} 

But that comes out like this:

enter image description here

Any idea what’s going on?

Is there really no “Usenet” these days? Why has everything died out? [closed]

I got onto the Internet after the Eternal September of 1993. I thus never got to experience a time when there was some kind of minimal quality/intelligence in everything posted. Usenet has since at least the year 2000 been a useless ghost town filled with spam, if even that, and no ISP that I know of has been providing even one lousy Usenet server for the last 20+ years now.

It’s not just dead, but has long since been fully turned into dirt and forgotten.

I find that maybe 1/10 questions I ask on Stack Exchange get a useful answer from somebody who knows something, is interested to help, is able to help and actually did read my question. The other 90%, I just sit and waste my time carefully writing a question and jumping through all kinds of annoying hoops to get to finally post it, only to have it closed, deleted or downvoted into oblivion two microseconds after it’s been published. This happens over and over and over, with zero intention by me to do anything but genuinely ask real questions.

Even if Usenet would still exist, it’s no longer possible to register an e-mail account anonymously (no, that which you’re thinking of doesn’t work anymore), and it’s not even possible to pay (with Bitcoin). They all demand to fully track you. But either way, it doesn’t matter since Usenet is dead and I’m not talking about using e-mail anyway.

I’m talking about the idea of a decentralized (not fake-decentralized) network where you can exchange messages and not have to rely on and be terrorized by a central authority with "user accounts" which inevitably can only be registered by "IP addresses that we like" and "verified with SMS/photo id/blood sample".

I want to be able to fire away a JSON with a "title", "body" and "category" strings to somewhere, and then later get to "reap" replies to this message by similar means. No accounts or hoops. Spam would be handled by each user or by connecting to "hubs" that do such processing, for those who can’t or won’t do it themselves.

This would be great, but I’ve not seen anything like it even proposed. I feel utterly crippled and muffled. The only thing which exists now seems to be centralized nonsense services which are impossible to register an account on for anyone who cares to even a minimal extent about their privacy.

Why has everything died out? What’s stopping all these people who have infinitely more resources than I from actually launching such a thing and really promoting it to people like us at first? To get some kind of decentralized message system which doesn’t require mysterious and incomprehensible software and only has two people using it?

For starters, they could simply have a .php script hosted on some https:// URLs and have them exchange incoming messages with each other, as well as let anyone download the (recent) messages sent to them. Wouldn’t that be a super-simple and very doable network?

Why is this not a thing? Why do I have to rely on (fully) centralized services run by extremely dubious people? Why is there not even a theoretical chance of getting a message out into "cyberspace" anymore, through a system identical or similar to what I’ve just described?

Step up your game with these luxury sneakers

Today adidas Skateboarding introduces their brand-new remodel for the adidas samba classic, featuring the iconic sneaker in a skate-ready build. The Samba ADV features the same look of the Samba loved across the world for decades, but with a more durable and cushioned design for ideal functionality on the board. The upper is built in suede and leather for the classic Samba feel, while the silhouette is upgraded with an internal mesh bootie for dynamic fit, molded heel clip for support, cushioned sockliner, and a redesigned outsole pattern for precision grip.
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Ever since its initial launch back in 2015, the Ultra Boost served as a key game changer in the sneaker industry with its premium comfort and notable co-sign by none-other-than Kanye West. Although much of the attention has gone towards the adidas ultra boost 2.0 multicolor as of late, adidas has always shown a knack for revisiting their past silhouettes from time to time. In this instance, they’re gladly welcoming back the Ultra Boost 2.0 dressed with a multicolor motif. Bridging the gap between performance and lifestyle, the low-profile runner is equipped with a breathable Primeknit upper that is intricately painted in rainbow-like fashion and geometrically woven onto its toe box for the signature 2.0 look.
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The adidas stan smith all white has seen more than it’s fair share of releases during 2020 while the brand has also given the model a few upgrades. Keeping things clean while pairing with a new look is the adidas Stan Smith Leather Sock ’Triple White’.The adidas Stan Smith stands as a hallmark of court-inspired style, reigning as one of adidas Originals’ signature models. These shoes are a futuristic interpretation of the iconic silhouette with a one-piece upper made from raw leather. Perforated 3-Stripes keep the shoes rooted in adidas’ heritage.
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When White Mountaineering walked the runway at Paris Fashion Week last year, there was certainly a lot to digest: their seasoned repertoire of technical garments left little to be desired and the same can unequivocally be said for their latest footwear collaborations. Though Danner was among them — bringing hikers to an audience well removed from the trail — the range’s best in show may be better awarded to their newest offerings with the Three Stripes, pairs of the recently modified adidas lxcon on feet complete with metallic hardware. Utility enhanced, the silhouette adds ease-of-use to its resume, forgoing traditional laces for fasteners akin to Cobra buckles sans its many markings.
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The palette, which is reminiscent of previous iterations of the EQT Gazelle or even a newly-surfaced adidas eqt gazelle sneaker, adds a heritage spin to The Three Stripes Brand’s modern foray into basketball. Mesh uppers are clad in “Silver Metallic,” while mixed-material accents across the forefoot, midfoot and heel dabble in “Hi-Res Red” and shades of grey. Profile 3-Stripes and branding on the tongue introduce a classic navy hue into the mix. Underfoot, the sculpted rubber midsole and outsole partake in a red-accented grey and white arrangement while revealing Boost-cushioning.
[Image: withft0186.jpg]

Are these homebrew reactions balanced with each other?

I have been working on a homebrew reaction system so that each person can do more throughout the initiative than the very rare opportunity attack or counterspell. I feel as though reactions should be available to all classes, and this is my effort do do this.

Homebrew reactions on Homebrewery

My general design principle for this was to give something thematic to the class and have its effect strength become stronger the rarer it is. For example, allowing a fighter to attack when a creature attacks someone other than him, but only allowing the rogue to attack when someone dies, because a rogue attack will likely be stronger than a fighter’s attack.

I realize this will have some balance implications for the rest of the game, for example making shield and counterspell weaker and not necessarily a must-have. I also realize that this will make the players significantly stronger.

For classes or subclasses within their default PHB rules, I’ve given them an ability that should be of roughly the same power as a reaction, but not a reaction, since they already have one.

What I am looking for:

  • "This feature is much stronger than the others because [the reaction is stronger than you think / the reaction will happen more often than you think / etc]"

  • "This feature is much weaker than the others because…"

  • "This feature will break some other part of the game [by making x feature moot / by significantly strengthening x feature]"

  • "This concept in general will cause the game in general to be unbalanced for x reason"

  • "This feature is significantly ambiguous and it could mean two mechanically different things"

What I am not looking for:

  • "This concept in general will slow down combat or make the game less fun to play" (An issue I will be playtesting)

  • "This feature doesn’t feel like something x subclass would have" (An issue I will ask my friends)

  • "This feature isn’t worded how WotC would word it in 5e" (An issue to address if I decide to publish on dmsguild)

Reactions or Replacements

Barbarian

Path of the Berserker – Approach Me

When you reach 4th level, you gain the ability to retaliate against those who approach you in melee combat. During your rage, other creatures provoke an opportunity attack when they enter your reach.

Path of the Totem Warrior – Spectral Blessing

When you reach 4th level, you gain the ability to grant the blessing of your totem spirit to creatures near you. During yor rage, when a creature begins its turn within 30 feet of you, you may use your reaction to grant them a benefit until the end of their turn based on the totem animal you chose while gaining this feature. You may choose the same animal you selected at 3rd level or a different one.

Bear. Whenever the chosen creature makes an attack, they gain resistance against damage from melee attacks from that creature until the end of their next turn.

Eagle. Whenever the chosen creature makes an attack roll, they don’t provoke opportunity attacks for the rest of the turn.

Wolf. Whenever the chosen creature makes a melee weapon attack, they gain a bonus to the damage roll equal to your Rage Damage.

Bard

College of Lore – Improved Cutting Words

When you reach 4th level, you no longer expend Bardic Inspiration when you use Cutting Words. Instead, you can use it a number of times equal to your Charisma modifier (a minimum of once).

College of Valor – Hit Harder

When you reach 4th level, you gain the ability to improve the strength of your allies’ strikes. When a creature within 30 feet of you is hit by a weapon attack, you can use your reaction to give a bonus to the damage roll equal to half your Bard level.

Cleric

Knowledge Domain – Quick Recall

When you reach 4th level, you learn how to better apply your smarts to the battlefield. When a creature you can see and haven’t used this feature on starts its turn within 60 feet, you may use your reaction to make a Knowledge check (DM’s choice) to determine aspects of the creature. The DC is 10 + the creature’s Challenge Rating, or Level if the creature has class levels. If you succeed, you learn the creature’s AC, their highest saving throw, and any resistances, immunities, and vulnerabilities they may have.

Life Domain – Shield the Faithful

When you reach 4th level, your god grants you the ability to protect others from harm. When another creature within 30 feet of you takes damage, you may use your reaction to reduce that damage by half of your Cleric level, rounded up. This can’t reduce the damage below zero.

Light Domain – Sun’s Blessing

At 4th level, when you cast a spell of first level or higher that deals fire or radiant damage, you deal additional damage of that type equal to half of your Wisdom modifier, rounded up (minimum of 1).

Nature Domain – Abhor Unnatural

When you reach 4th level, your Channel Divinity: Turn Undead also works on the creature types aberration, celestial, elemental, fey, and fiend, in addition to undead.

Tempest Domain – Storm’s Blessing

When you reach 4th level, when you cast a spell of first level or higher that deals lightning or thunder damage, you deal additional damage of that type equal to half of your Wisdom modifier, rounded up (minimum of 1).

Trickery Domain – Degrading Miss

When you reach 4th level, your god grants you the ability to affect others when they fail to draw your blood. When a creature within 30 feet of you misses you with an attack, you may use your reaction to impose disadvantage on that creature’s attack rolls until the start of its next turn.

War Domain – Divine Defenses

When you reach 4th level, you gain the ability to invoke your god’s power to prevent further harm to yourself. When a creature hits you with a weapon attack, you may use your reaction to add your Wisdom modifier to your AC for the rest of the turn.

Druid

Circle of the Land – Manipulate Terrain

When you reach 4th level, your connection with the land manifests in harsh winds, churned earth, and roiling sea near you. When a creature moves to an area within 15 feet of you, you may use you reaction to create difficult terrain in a sphere with a raidus of 15 feet centered on yourself until the end of the turn.

Circle of the Moon – Feral Instincts

When you reach 4th level, your more animalistic instincts take over while wild-shaped. While wild-shaped, when a creature at maximum hit points takes damage, you may use your reaction to move up to your speed towards the creature. Then, if the creature is within your reach, you may make an opportunity attack against it.

Fighter

Champion – Strive for the Best

When you reach 4th level, your determination to be the best of the best makes sure no one can outshine you. When a creature other than you lands a critical hit, you may make one weapon attack with advantage as a reaction.

Battle Master – Face Me!

When you reach 4th level, you gain the ability to exploit the distractions of your enemies. As a bonus action, you can Mark a creature until that creature falls unconcious or you cannot see it. When a Marked creature makes an attack against a creature other than you, you may use your reaction to make a weapon attack against the Marked target. You may only have one creature Marked at once, and a creature may only be Marked by one creature.

Eldritch Knight – Spell Recognition

When you reach 4th level, you have some rudamentary understanding of defensive magic and can shield yourself with it. When a spell is cast by a creature within 5 feet of you, you may use your reaction to gain resistance to the damage of the spell this turn.

Monk

Keep Your Balance

When you reach 4th level, you are able to avoid being moved around against your will. When you would be moved any distance, you may instead move only half that distance.

Paladin

Oath of Devotion – Protect the Good

When you reach 4th level, your loyalty an attention to your allies allows you to protect them in more and more ways. When a creature within 10 feet of you is hit with an attack, you may use your reaction to grant that creature the effects of sanctuary until the end of the turn.

Oath of the Ancients – Nature’s Wrap

When you reach 4th level, your attunement with nature extends to protection of your allies. When an ally within 10 feet of you is hit with a melee attack, you may use your reaction to force the attacker to make a Strength saving throw versus your spell save DC. On a failed save, the attacker is restrained until the end of the turn as vines coil around the creature’s body.

Oath of Vengeance – Answered Sleight

When you reach 4th level, you gain the ability to retaliate more effectively against those that would dare harm who you care about. When a creature within 10 feet of you is hit with a melee attack, you may use your reaction to move up to 10 feet and make a melee attack against the attacker, if able.

Ranger

Hunter – Prey’s Vulnerability

When you reach 4th level, you gain the ability to more effectively take advantage of your target’s weaknesses. When you hit a creature with a weapon attack, you may Mark that creature until the start of your next turn. While a creature is Marked in this way, if it makes an attack against any other creature than you, you may use your reaction to make a weapon attack against the Marked creature. You may only have one creature Marked at once, and a creature may only be Marked by one creature.

Beast Master – Beast’s Bond

When you reach 4th level, your bond with your companion allows you to retaliate against those who wrong it. When a creature deals damage to your beast companion, you may use your reaction to make an attack against that creature.

Rogue

Thief – Nimble Swipe

When you reach 4th level, your nimble fingers allow you to disrupt others while fighting. When a hostile creature you can see moves out of your reach, you may use your reaction to try to swipe an object from the creature. If you do so, make a sleight of hand check contested by their athletics or acrobatics check. If you win, you can take an object from them that you could wield or put away with the Use an Object action. For example, you could take a weapon, arcane focus, or potion, but you could not take a shield or armor.

A creature can avoid provoking this reaction by taking the Disengage action. They also don’t provoke this reaction when they teleport or when someone or something moves them without using their movement, action, or reaction.

Assassin – Lethal Response

When you reach 4th level, you can pay more attention to your target’s lives and are motivated by their deaths. When a creature you’ve dealt damage to dies, you may use your reaction to make an attack against another creature.

Arcane Trickster – Distracting Gesture

When you reach 4th level, you can manipulate your mage hand in more complex ways. When a creature within 5 feet of your mage hand casts a spell, you may use your reaction to attempt to break their incantation. If you do, make an ability check using your spellcasting ability contested by their concentration check. If you win, the creature’s spell fails and has no effect.

Sorcerer

Draconic Bloodline – Elemental Infusion

When you reach 4th level, you can assist an ally by allowing them to tap into your elemental power. When a creature other than you damages an enemy, you may use your reaction to deal additional damage to that enemy. If the triggering damage is the type associated with your draconic ancestry, the additional damage is equal to your sorcerer level. Otherwise, the additional damage is equal to half of your sorcerer level, rounded up. Either way, the additional damage is the type associated with your draconic ancestry.

Wild Magic – Bend Luck

You gain the Wild Magic Bend Luck feature when you reach 4th level.

When you reach 6th level, the sorcery point cost of Bend Luck reduces from 2 to 1.

Warlock

The Archfey – Misty Escape

You gain the Archfey Misty Escape feature at 4th level.

When you reach 6th level, you may use it an additional time per long rest.

The Fiend – Fiendish Retaliation

When you reach 4th level, you gain the ability to lash out at those who harm you. You can choose one damage type when you finish a short or long rest. When a creature hits you with a melee attack, you may use your reaction to deal damage to that creature of the chosen type. The amount of damage is equal to half of your warlock level, rounded up.

When you reach 10th level, you may choose the same or different damage types for Fiendish Retaliation and Fiendish Resistance.

The Great Old One – Mind Warp

When you reach 4th level, you can force a creature to see unknowable and horrifying sights when it harms you. When a creature hits you with a melee attack, you may use your reaction to Blind the creature until the start of its next turn or until it takes damage.

Wizard

Abjuration – Improved Ward

When you reach 4th level, your arcane ward continues to improve. When you create your magical ward, it has hit points equal to three times your wizard level + your Intelligence modifier. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to three times the level of the spell.

Conjuration – Instinctive Jump

When you reach 4th level, you react to danger by teleporting to safety temporarily. When a creature moves within 5 feet of you, you may use your reaction to teleport to a location you can see within 30 feet. At the end of the turn, you return to the space that you vanished from, if it is unoccupied, or the nearest unoccupied space (chosen at random if more than one space is equally near.

Divination – See Failure

When you reach 4th level, you gain the ability to influence events by seeing a negative future. When a creature you can see makes a Saving Throw against a spell you did not cast, you can use your reaction to impose disadvantage on their saving throw. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Enchantment – Potent Charm

When you reach 4th level, your enchantment spells bypass some natural resistances of certain creatures. If a creature would normally have advantage on saving throws against being charmed, it does not benefit from that feature when resisting your spells.

Evocation – Elemental Defenses

When you reach 4th level, your knowledge of the elements give you an edge up aginst those that use the elemental magics. When you take Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you may use your reaction to gain resistance against that damage type until the start of your next turn.

Illusion – Question Reality

When you reach 4th level, you can harm those who touch your illusions as they doubt their existence.

When a creature touches an illusion you’ve created, you may use your reaction to force them to make an Intelligence saving throw. On a failure, they take psychic damage equal to your wizard level.

When a creature fails a check to see through an illusion you’ve created, you may use your reaction to deal psychic damage to them equal to your wizard level.

Necromancy – Shift Pain

When you reach 4th level, you can relocate some of the damage you take to your minions. When you take damage, you may use your reaction to have a willing creature within 30 feet take that damage instead, reduced by half your wizard level, rounded up.

Transmutation – Swap Elements

When you reach 4th level, you learn how to change the elements instinctively. When a creature other than you casts a spell that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you may use your reaction to change one of those damage types from that spell to another from that list. For example, you could change fireball to deal cold damage instead of fire, or have meteor swarm deal lightning and bludgeoning damage instead of fire and bludgeoning.