In the Troika! SDR page 67 are the enemies Troll and Ven. The Troll does damage as Weapon and the Ven as Super Weapon. But there are no generic damage tables for those.
The Zoanthrop for example does damage as a Modest Beast which is listed in the table of Beastly Weapons on page 70.
How is enemy damage for (Super) Weapon calculated?
The first-level spell shadow weapon creates an illusionary weapon the caster can wield. Consequently, the weapon thereby produced may find itself subjected to all manner of hostile effects by enemies who believe the weapon to be real (those who don’t aren’t usually too scared of the 1 damage it might inflict). It’s unclear from the spell description, however, what the hardness and hp should be. How does one calculate that, and what are the values?
Applying poison to a weapon is an action. Can I use the familiar’s action to apply poison to a weapon I’m holding?
Please cite only the rules and those rules only of the PHB to support your answer not with guesswork
This question is somewhat two-fold. I am in the process of creating a high-level Barbarian and am trying to determine if it makes more sense to take use dual weapons and capitalize on the additional damage that rage deals versus using great weapons, which benefit more from crits.
The Barbarian’s primal path is Zealot, so he has a revolving door with death. For the purposes of race, we are taking advantage of the revolving door and using the Reincarnate spell liberally. From our Session 0, the character has died and been reincarnated 3 times and is currently a human. I’ve encouraged the DM to kill this character whenever he wants and we’ll reincarnate him as something else. To simplify the complexities of changing race constantly, we are using the following house rules for reincarnation:
- Retain your original race’s stat bonuses, you lose all the other features.
- Gain the features of your new race, but none of the stat bonuses.
Currently, the character is a human, but his original incarnation was half-elf. Due to the everchanging nature of his race, assume for the purposes of assessing this, that racial features that improve damage, like Savage Attacks, aren’t applicable since the character could get Worfed at anytime.
The following assumptions should be considered:
- The character does NOT have the the Dual Wielder feat.
- The character does NOT have the Great Weapon Master feat.
- If dual wielding, the character would use a weapon that dealt 1d6 in the main hand and 1d6 in the off-hand (I don’t believe there are any light weapons capable of dealing more than 1d6 damage).
- Character has 18 Strength.
- For the purposes of damage calculation, assume the character is raging.
- No multi-classing.
- Almost always fighting recklessly for Advantage.
- Assume the character’s race is not one that provides a bonus to damage or critical damage (like half-orcs)
- Do not account for plusses due to magic weapons.
- ASIs are used in a manner that doesn’t increase damage. For example, on boosting Con or Dex. Or on feats that don’t increase damage.
- Strength adjustments at level 20 should be considered since it is a class feature.
With those assumptions in mind, can someone advise me on which fighting style, on average, deals more damage per round considering the damage bonuses from the Barbarian class features? If the damage optimization changes, at what levels does that occur?
According to the PHB and the SRD Ranged Attacks are defined as follows:
You can make Ranged Attacks only against Targets within a specified range. If a ranged Attack, such as one made with a spell, has a single range, you can’t Attack a target beyond this range. Some Ranged Attacks, such as those made with a Longbow or a Shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your Attack roll has disadvantage when your target is beyond normal range, and you can’t Attack a target beyond the long range.
It then goes on to state that:
Aiming a ranged Attack is more difficult when a foe is next to you. When you make a ranged Attack with a weapon, a spell, or some other means, you have disadvantage on the Attack roll if you are within 5 feet of a Hostile creature who can see you and who isn’t Incapacitated.
Therefore, say someone is operating a Ballista, and on their turn someone moves into Melee range of them (the operator) would then the Ballista gain disadvantage on it’s next attack roll?
The accepted answer to Are there any guidelines in place governing the extent to which magic items can resize to different-sized users? only shows that “worn” magic items are supposed to resize to fit the wearer – not weapons.
I am interested whether the properties of the following artifact demonstrate that magic weapons also resize to fit the bearer.
Given these two facts, must it be true that this artifact weapon can resize to best fit its wearer, whether Small/Medium or Large? And if so, does that mean that all magic weapons can do this?
Let’s say I was about to make a quiz game where the questions are like this:
- When was Fallout 4 released?
- What is your first pickaxe in Minecraft?
- Who do you have to kill as the last boss in Skyrim?
And let’s pretend I have 1000 of these questions, from 1000 games. What are the chances some of those 1000 could sue me, remove my game from the internet, pay them a fee etc.? Even if it becomes very popular.
Taking it one step further, could I buy their games, take in game screenshots personally, then use those as pictures in my own game?
Does it make a difference if it’s a free-to-play or a game that has to be bought?
How can a 2-handed weapon fighter archetype increase their number of melee attacks per round?
I am only interested in increases through feats or abilities, not by magic items or spells. I already have “boots of haste.”
In a recent dungeon crawl, I was ambushed by some grey ooze. The ooze managed to land a couple successful hits on me, which would normally cause my armor to degrade. However, I was using a set of mithral chain mail that I had found in a previous session. I know that the statistics for mithral and adamant items are found in the DMG, which leads me to believe they are magical, but their descriptions don’t really imply that they are magical.
Is the mithral armor considered magical for the purpose of resisting effects like degrading from the ooze? I also know that adamant armor and weapons exist in our game. Would they follow the same ruling as mithral?
In general adamantine weapons always deal critical damage on a hit:
Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
– Xanathar’s Guide to Everything, page 78.
However, in SKT chapter 6 room 14 (page 154) it says:
She wields an adamantine greatclub. This magic weapon has no bonus to attack or damage rolls.
Does this mean it also does not crit? Or does it still crit like adamantine weapons do in general, but simply has no +n to attack or damage roll?
Also: is this a property of this particular weapon in this adventure? Or is it a property that always applies to adamantine greatclubs?
Outside of D&D lore this would make sense because adamantine is a very light material but is still very strong and can be sharpened. This makes is a great material for piercing and slashing weapons (swords, axes, arrows), but a terrible material for bludgeoning damage. However, I don’t know if this applies in D&D lore as well (I haven’t read it anywhere up untill now).