Two Weapon Fighting or Rapid Shot with Wrist Launchers

Two Weapon Fighting or Rapid Shot with Wrist Launchers

Wrist Launcher, Heavy

I have the rapid reload feat for this weapon and since you can wear one of these weapons on each forearm and functions much like a hand crossbow, that free loading both would be easy both hand are free, unless holding something. However I’d like to be able to you use both in combat together, but confused as how to do it. Do I use it Rapid Shot or Two Weapon Fighting.

Can other party members wield a warlock’s pact weapon?

Lets say the group’s Great Weapon Fighter and Bladelock have their weapons confiscated. Can the Warlock call his pact weapon and, assuming it is the type of weapon the Fighter uses mostly, give it to the Fighter for the Fighter to use in combat?

The rules say the pact weapon disappears if it is more than 5 feet away from the summoner for more than 1 minute. During this time can the Fighter use it?

Is a Pact of the Blade warlock’s pact weapon metal?

This came up in our last session. My pact of the blade warlock summoned a longsword to fight a grey ooze. Any nonmagical metal or wood that touches an ooze is corroded. According to the PHB, The pact weapon is magical for the purposes of immunities and damage resistance. So it was unclear to my group whether or not my pact weapon would be corroded when touching the ooze.

The DM ruled that the pact weapon isn’t actually metal, but some kind of magical force, so we were ok. But I was interested if anyone else has run into this.

Can I wear a shield and fight with a two-handed weapon?

In my group, we’ve been working with the understanding that you can wear a shield and fight with a two-handed weapon, the assumption being that you only get the +2 AC if you’re actively wielding the shield with 1 hand. We’re treating “wielding” a shield as different from “wearing” a shield. When you wield the shield, you need to use 1 hand for it, and when you only just wear it your hand is free to do what you like (cast spells even). In short, it allows us to use versatile weapons with a shield easily and change our strategy during battle without taking the 1 action to don or doff the shield. In one turn I can strike with 1 hand and wield the shield and in another turn I can switch to two hands for great weapon feat damage, losing the AC but gaining a lot of damage. We think this might be reasonably balanced because we can only modify our AC during our turn until our next turn, so we’re not allowed to strike with two hands and then switch back to wielding the shield in the same turn.

Another reason we may have used this “rule” is because you are allowed to equip a weapon as part of the attack action, as stated in the PHB (it’s not with me at the moment).

Is there a rule in the PHB or somewhere else that allows this kind of interaction, or have we made the whole thing up out of convenience? Can a shield-holding hand do anything but hold the shield?

What would be a more balanced spell for homebrew adaptation of Elemental Weapon and Flame Arrows?

What would be a more balanced spell for homebrew adaptation of Elemental Weapon and Flame Arrows?

I was thinking of adjusting a couple of existing spells, namely Elemental Weapon (PHB p.237) and Flame Arrows (XGtE p.156), so that it is more versatile for a druid/ranger player.

Version one:

Simply change Elemental Weapon so it can enchant a bow or crossbow, so Elemental Ranged Weapon.

A nonmagical ranged weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and ammunition used with the ranged weapon deal an extra 1d4 damage of the chosen type when it hits.

Version two:

Replace the damage type in Flame Arrows with an optional damage type, so the spell would be Elemental Arrows instead:

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 elemental damage. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

Which one of these spells would be more balanced, or are both options pretty balanced as a homebrew version of these spells?

I am leaning more towards the Elemental Ranged Weapon as it potentially is more useful to a druid/ranger player because it would not be limited to 12 arrows/bolts.

Thank you for your insight.

Does the feat “Splash Weapon Mastery” work with the alchemist discovery “Healing Bomb”?

The feat Splash Weapon Mastery gives alchemists the following effect:

When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage.

When an alchemist with the Healing Bomb discovery hits his target with a healing bomb, would that part of the feat work?

Since a healing bomb is supposedly a splash weapon, and this feat seems to affect the splash range of splash weapons, I would assume the healing bomb could also use this effect.

But the feat specifically notes that the creatures in the area take the splash damage, and the feat doesn’t seem to have any information concerning the subject of healing bombs.

Is there any official statement made on this subject or will this just be up to the GM’s interpretation?