I’m wondering whether a character could spread holy water over his sword or axe and then hit an undead and on the first hit, inflict an extra 2d6 as if the holy water had been thrown at the undead. After all, we can do that with poison and holy water is like poison to undead creatures.
My L3 LMoP group are planning on picking up some holy water to help with zombies as they’ve heard to tales of undead (old owl well, and thunder tree), but I think they’re going to be very disappointed to find its 25Gp, but is single use, costs an action, affects a single target, and only does the same damage as a greatsword swing.
Essentially, it seems to be only as good as a single decent fighter attack, but uses an action and costs 25Gp. Given that an average L3 PC might expect to do say ~D6 +3 damage with a typical attack, this means they’re getting about 3 extra damage, once, for 25Gp, which seems absurd. Plus it only works on certain foes.
Am I missing something?!
I’d like to make this work for them, so I’m considering some changes to the rules for Holy Water:
- Reduce the cost – maybe as low as 5Gp, given that they have a paladin who is visiting a temple to make his oath (this allows me to keep the price higher on other occasions if they did find a way to abuse it)
- Make it more effective – maybe an AoE effect?
Will this break the game, or be something they can heavily abuse later?
In my first ever 3.5e game, the DM gave me a Cleric with a spell fitting this description. I’ve never found it since. Is it in any published 3.5e materials? Or was it probably homebrew? The Cleric was very low level, but I couldn’t put a number on it.
Normally when a player falls they take 1d6 bludgeoning damage when they hit the ground per 10 foot they fall.
Are there any RAW for a player hitting water? At what height does hitting water in DnD become dangerous. In reality if you hit water from high enough it is the equivalent of hitting concrete and a I imagine from even a safe hight a player that dives badly may hurt themselves?
If a Water Elemental were to use the grappling rules to grapple a Huge creature (since it is Large), would that creature then take damage from this:
At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage.
Or does this damage only work against the one Large or two Medium- creatures that get stuck by Whelm?
The spell Water Walk:
grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Water Elementals, thanks to their Water Form, ‘can enter a hostile creature’s space and stop there’ then use their ability ‘Whelm’ which states:
Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
Could Water Walk, by RAW, assist my PCs in their fight against a Water Elemantal?
- Could the benefits of Water Walk help prevent a target from being whelmed?
- Once already whelmed, could the benefits of Water Walk help a target escape from within the confines of a Water Elemental’s grapple?
Assuming there is no magic holding it aloft and it doesn’t have the ability to hover, when a flying creature is knocked prone, it falls.
What happens if the creature was flying over a body of water? Can it effectively use its movement to "stand up" on its next turn and resume flying, or does it end up like that video of the bald eagle swimming, where its feathers are too wet and it can’t reasonably get enough lift to take off again?
Ducks can take off from water, but I would argue that ducks have a swim speed.
The party I am DM’ing is going for an adventure to the Elemental Plane of Fire. I want to design a magical weapon that can grant an advantage against fire-based creatures. I see that Fire Elementals have Water Susceptibility (Cold Damage) but I have already house-ruled that elemental planes can not include magical effects of elements from other elemental planes, but just the spells that have elements of the current plane can be cast (as the plane purely consists of element of itself). For example, in the Elemental Plane of Air, not only Earth-based spells but all the spells are impeded, except air-based ones.
After I realized that I can’t use a magical weapon that has cold damage due to my house-rule, I wanted to give the weapon a "heavy smoke" effect to choke the fire, as I thought that fire can not live without oxygen. But this option conflicts with my house-rule, also I saw that the fire-based creatures any other fire source in the Elemental Plane of Fire don’t need air to live.
Now I have no idea how can I design a magical weapon that gives an advantage against fire-based creatures without cold damage and choking the fire via leaving without oxygen is not an option. I can not cancel my house-ruling because of the sake of my setting. I am open to any house ruling ideas beside the official ruling.
TLDR: as in title, how can I design a magical weapon that grants an advantage against fire-base creatures without using water and choking effects?
If the question shows up to be opinion-based, please accept my apologies.
I have been having a discussion regarding the Shape Water cantrip from the Elemental Evil Player’s Companion. A friend and I are trying to come to an accurate view of how this spell actually functions.
Some example questions:
- Must the targeted water be within a 5 foot cube area, or does it need to be of a volume not exceeding 125 cubic feet?
- If you shape water that is within a 5 foot cube, can the final shape you animate it to extend outside the cube?
- Can you cause the shaping to affect ice and snow, or only liquid water?
- Would you be able to carry a globe of water alongside you over distances?
Really, there are two parts:
- What can be targeted by the spell?
- What are the limitations on the ‘shape and animate’ portion of the spell?
The answer I am looking for, if possible, would use the language of the spell, possibly with precedent from other game text, to clearly define the limitations of this cantrip.
Asking on behalf of the group’s Wizard. He wants to electrocute the BBEG and have the spell deal extra damage through clever use of game mechanics. As a DM, I am all for it, as long as the rules somehow support it.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range,* (PHB pg. 229)
Is this something you could cast, and either cast Lightning Bolt (8d6dmg) on the target being rained on(on your next turn / action), or use Shape Water to form a cube around the BBEG, and then Lightning Bolt to the face?
I personally think something being wet is conductive, which I might say means that the target being rained on would have disadvantage on the saving throw. My player really wants to try and argue that being wet yields a Damage Vulnerability (2x dmg), therefore causing lightning bolt to deal (8d6)*2 lightning damage.
Is there a rule I haven’t found in the PHB about this already? I do really want the player to feel cool, especially since this upcoming week there is a BBEG confrontation and this might turn the tide for my group.