The Lucky feat turns Disadvantage into Super Advantage. It says "Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw."
So, say you have Disadvantage and roll a 3 and a 17. You decide to spend a luck point, and roll a 5 on the luck die. Since you can choose which d20 to use, you can pick the 17.
The Halfling racial trait called "Lucky" is similarly abusable, but not quite as widely applicable. It says "When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll."
So, again you have Disadvantage, and roll a 1 and a 5. You can reroll the 1 into a 17, and "must" use the new roll of 17.
The Lucky feat turns Disadvantage into Super Advantage. It says "Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw."
So, say you have Disadvantage and roll a 3 and a 17. You decide to spend a luck point, and roll a 5 on the luck die. Since you can choose which d20 to use, you can pick the 17.
The Halfling racial trait called "Lucky" is similarly abusable, but not quite as widely applicable. It says "When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll."
So, again you have Disadvantage, and roll a 1 and a 5. You can reroll the 1 into a 17, and "must" use the new roll of 17.
I knew that advantage/disadvantage crap had some sort of mechanical problem with it but I couldn't put my finger on it.
Ritual Caster turns any character into a spellcaster. I kinda like that.
Finger of Death
Killed subjects raise as a Zombie permanently under your control. Zombieapoclypse no longer requires delegating the job to a Commanded lieutenant.
I can't find the actual stats for Monk Weapons anywhere in my book. Printing error?
At 1st level, your practice o f martial arts gives you mastery o f combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
... Reddit's WBL (http://www.reddit.com/r/dndnext/comments/2r8kci/deconstructing_5e_typical_wealth_by_level/) page ...
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).5th, like 3rd, uses Specific beats General so if your minimal recovery value exceeds your hit point maximum then Durable's forced minimum holds a level of priority over any other general rule. Wait, found it yes they are lost. Damn.
Illusory RealityAlso it appears to have no size limitation so combine it with Mirage Arcana to make your chosen terrain real. Like suffocating doesn't deal damage and being trapped in superglue doesn't directly harm you.
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can’t deal damage or otherwise directly harm anyone.
Control Undead.Aura of Hate also gives everyone nearby your Charisma Modifier to damage and adds both Animate Dead and Contagion to your Spell List.
As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.
QuoteIllusory RealityAlso it appears to have no size limitation so combine it with Mirage Arcana to make your chosen terrain real. Like suffocating doesn't deal damage and being trapped in superglue doesn't directly harm you.
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can’t deal damage or otherwise directly harm anyone.
Dream is a 5th level Illusion that alters someone's dreams so technically you can also make dreams come true.
QuoteIllusory RealityAlso it appears to have no size limitation so combine it with Mirage Arcana to make your chosen terrain real. Like suffocating doesn't deal damage and being trapped in superglue doesn't directly harm you.
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can’t deal damage or otherwise directly harm anyone.
** Dream is a 5th level Illusion that alters someone's dreams so technically you can also make dreams come true.
@Necrosnoop:) :lmao Bat of Holding
With the ingame functionality being:
"I'm sure(!) this isn't a Bag of Holding! But I'll check for sure. Hey Quasit, hold onto this for me for a sec, could you?"
Tests......
......
"We're here guys!"
"I spend my non-adventuring days speaking to the elks. The big ones."
idk, if I were to play a Warlock I'd make a pact with Cthulhu (which incidentally is mentioned by name as a choice).
EDIT: to me, it looks like Pseudodragon w/ a 6 strength, x15 carrying capacity =90lb? can your familiar take you to its 'special place'? (if you are light enough)Sure, history has recorded the disappearance of countless Wizards that vanished into an extraplanar space only to realize than upon summoning their Familiar can only appear beside them, trapping them for all eternity.
EDIT: to me, it looks like Pseudodragon w/ a 6 strength, x15 carrying capacity =90lb? can your familiar take you to its 'special place'? (if you are light enough)Sure, history has recorded the disappearance of countless Wizards that vanished into an extraplanar space only to realize than upon summoning their Familiar can only appear beside them, trapping them for all eternity.
Did the materiel really run through a playtest? o.o
EDIT: to me, it looks like Pseudodragon w/ a 6 strength, x15 carrying capacity =90lb? can your familiar take you to its 'special place'? (if you are light enough)Sure, history has recorded the disappearance of countless Wizards that vanished into an extraplanar space only to realize than upon summoning their Familiar can only appear beside them, trapping them for all eternity.
Did the materiel really run through a playtest? o.o
EDIT: to me, it looks like Pseudodragon w/ a 6 strength, x15 carrying capacity =90lb? can your familiar take you to its 'special place'? (if you are light enough)Sure, history has recorded the disappearance of countless Wizards that vanished into an extraplanar space only to realize than upon summoning their Familiar can only appear beside them, trapping them for all eternity.
Did the materiel really run through a playtest? o.o
Pseudodragon has to gather treasure somehow... and it can 'keep you safe' forever
Don't ever go to a magical squid's house. There is a reasonably large amount of anime describing why you shouldn't.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Critical HitsSo dipping Rogue 3 can lead to a very powerful opening in combat.
When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.
What are you getting out of turning into a brown bear if you're using a belt to set your strength? There's no size increase to weapons and you have to flurry with unarmed strikes, so you're on the monk damage chart no matter your form.Gear is the easy part.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it.You can simply continue to wear the belt, if you want to push that the belt is the wrong size DM ban! Then buy one designed to fit a large creature (which doesn't appear that you need to anyway). Trivial really.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.There is at least one effect that treats them as the same exact thing. Such has been abused on WotCs forums and even has it's own thread here (http://www.minmaxboards.com/index.php?topic=14512.0).
There's no size increase to weapons
Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it's Huge, and quadruple the weapon dice if it's Gargantuan. For example, a Huge giant wielding an appropriately sized greataxe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12.Actually there are Weapon Sizes so it deals even more ^_^
2 more rogue levels would get you an extra 1d6 to every attack in your specific scenario.
Sneak AttackSadly Sneak Attack only applies once and is only increased by +1d6 yielding +7 damage during a Critical. Comparatively the two Unarmed Strikes at 1d4 deal a total of 10 damage on a Critical, but two 2d6 "Claws" deal a total of 28 on a Crit. Net gain is +18 damage.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
You get three Actions the first round (Action Surge: Cast Haste/Normal Action/Haste Action), then two for the next 9 rounds - pulling off 6~8 attacks per round is pretty nice... I mean, I guess.
Fighter 2 / Assassin 3 / X Y ... has an entire guide for this alone back at wotc.I'd bet, it's pretty powerful. You can use Shortswords to make it Dex based to keep your Initiative pretty high and that Alert Feat you mentioned is worth another +5 too. :)
InitiativeGuess what was kept from 3rd. :)
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat, as described in chapter 9.
Jack of all Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Unless I'm misreading things, Warlocks can use their 'make a weapon their pact weapon' ritual to make ANY type of magic weapon their pact weapon, even if it isn't melee. The weapon is of a melee type when they create it/summon it, but it doesn't have to be melee when they attune it. Not sure if this actually does anything though.
Then it's great with Voice of the Master. Until then, meh.You get a Voice of the Master (+1 luck to skills and +5% XP gain) in D&D 5th? Do you need to complete Delera's Tomb for it?
Have snacks. Decide before a session who will bring food and drink. This is often something the players can handle.Heh.
Speaking of Horde of the Dragon in another thread, Hazirawn is a +1 Greatsword that deals an extra +1d6 Necrotic damage per hit. When Attuned those bonuses double (+2/+2d6) making it currently the highest damaging weapon printed.
The same source also released Insignia of the Claw (+1 unarmed/natural).
Yeah, the upper Legendary tier items have lots of cool effects, but, they're nearly impossible to create, so you're at the DMs whim whether its ever seen.New* fun find!
Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0- 4 table, eighteen rolls on the Challenge 5- 10 table, twelve rolls on the Challenge 11- 16 table, and eight rolls on the Challenge 17+ table.Table 17 has a 20% chance of 1d4 Magic Items on an almost pure legendary list (the +2 armors are only very rare). So in a typical campaign the party averages one legendary item for each player (so just trade for the one you want)
So if you're creating a 20th level build and want to slap some Legendary items on them. Do it. Essentially people like Nunkuruji are jumping in this threads to rain on your good fun because they A) Assume all DMs are dicks. B) Quests to not give out rewards (horde of the dragon queen gives 3 before the party even hits lv8) and C) All games ever will be below WotC's standard. So by all means, list the Legendary items you wish in your level 20 build suggestions and just ignore the naysayers like they deserve.
So if you're creating a 20th level build and want to slap some Legendary items on them. Do it. Essentially people like Nunkuruji are jumping in this threads to rain on your good fun because they A) Assume all DMs are dicks. B) Quests to not give out rewards (horde of the dragon queen gives 3 before the party even hits lv8) and C) All games ever will be below WotC's standard. So by all means, list the Legendary items you wish in your level 20 build suggestions and just ignore the naysayers like they deserve.
They probably say that due to experience. That description above is every single DM I've ever met in real life ever.
Just some quick crunch for benchmarks. Assumes starting 15 primary (typically strength) with applied ABIs, no Race or Magical Items factored, very few Feats (if any, and noted when used). Just to give you a vague idea on things.
Default Ranger (it's pretty much the paladin minus the d8 so let's do TWF style)
1: +4 (1d6+2) & +4 (1d6) = 8
5: +6/+6/+6 (1d6+3) = 19.5
10: +8/+8/+8 (1d6+4) = 22.5
15: +10/+10/+10 (1d6+5) = 25.5
20: +11/+11/+11 (1d8+5) = 28.5 with the dual wielder feat
Hunter: gets +1d8 per round means up to 42 dmg before hunter's mark.
Beast Master: panther, @lv3 14 then 27/31/35/43 before hunter's mark.
Default Barbarian (using a greatsword)
I think I may do Spellcasters as well, Cantrip-level only.
I'd be inclined to say it's a mêlée characters best friend. Everything a monster can do, they can do as well, move/attack/move/etc. But you regularly give them extra AoOs by knocking people out of their 5' zone, from almost anywhere on the battlefield. The monster moved, not them, so they get the AoO. Mêlée characters adore the invocation.This is exactly what I'm talking about.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out o f a foe’s reach or if gravity causes you to fall past an enemy.Repelling Blast's movement does not provoke AoOs. So how can you gauge something's worth when you know little about the rules and have been houseruling it to be significantly stronger than what it actually is?
I'd be inclined to say it's a mêlée characters best friend. Everything a monster can do, they can do as well, move/attack/move/etc. But you regularly give them extra AoOs by knocking people out of their 5' zone, from almost anywhere on the battlefield. The monster moved, not them, so they get the AoO. Mêlée characters adore the invocation.This is exactly what I'm talking about.Quote from: PHB195, fyi it's the second paragraph on Opportunity AttacksYou can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out o f a foe’s reach or if gravity causes you to fall past an enemy.Repelling Blast's movement does not provoke AoOs. So how can you gauge something's worth when you know little about the rules and have been houseruling it to be significantly stronger than what it actually is?
Not even with Polearm master`s weird AO interaction?5th still uses Specific > General.
Thus Lawful Evil societies have a major economic advantage over Good societies. >:(Spartans kinda tried that with their whole "kill weak babies and then keep the youths starving so they'll be forced to steal and mug to ensure their survival, ensuring only the fittest remain."
What is worse, the 'survival of the fittest' method means that over several generations... The LE society can expect healthier and more resilient soldiers, and conscripts.... by starving them... :???
You start over as a first level character.
You start over as a first level character.
[citation needed]
The real question is whether or not monsters can have class levels by RAW. I know they can if the DM is building a custom monster, but I don't think it is called out in the MM.
hmm ... couple of things
DMG does have provisions for playing past level 20. Feels kinda like E6 adapted.
Monsters can have class levels, but idk wtf those rules work. (no MM yet)
iirc - that gets figured on the CR system, not something like an "ECL".
Also if True Poly had a function that did this, it'd be in the spell description.
But you've definitely found a gray zone in the rules.
If you True Poly into say a Level 1 Elf with stats like the PHB does it ...
you could assume/rule you really are starting again a level 1 (with lots more loot).
... This is a wizard with fighter level HP, who can use their at-will Nondetection to refill the Temp HP supply between every fight.
Additionally can use their reaction to have their ablative HP used as preventative damage reduction on allies ...
You also end up with 159 hp (if you maxed dex out first) or 173 HP (if you maxed out con first)I thought you calculated CON into HP as if you always had the same CON.
Edit: And then I topped it
Evoker 16, warlock 2. (EV 15, lock 2 if you are using rolled stats and got 2 stats higher that 15 (that sum to 32 or better)) Variant Human, spell sniper
Invocations, agonizing blast, eldritch spear.
Now you throw 4 spell attacks a round that do 20 points of damage each (10 for maxxed d10, +5 cha bonus + 5 int bonus.) 80 DPR in cantrip mode.
Saw something in Evokers
The 14th level ability lets you max damage on a spell of 5th level or lower. First time a day is free, after that you take unresistable damage.
Damage amount you take is multiplied by spell level.
Cantrips are level 0
0 is less than 5
anything multiplied by 0 is 0.
After your big AOE maxxed spell of the day, get maxxed cantrips for the rest of the day, which synergizes with your "my cantrips save for half" and "I add Int to my spell's damage."
at 17th level, with int 20 (easily doable) your best scorers are poison spray for 53 damage to a single target, or Acid splash for 29 damage each to 2 targets. Save Fire Bolt and Chill touch for those vulnerable to fire, or necrotic, respectively.
Edit: And then I topped it
Evoker 16, warlock 2. (EV 15, lock 2 if you are using rolled stats and got 2 stats higher that 15 (that sum to 32 or better)) Variant Human, spell sniper
Invocations, agonizing blast, eldritch spear.
Now you throw 4 spell attacks a round that do 20 points of damage each (10 for maxxed d10, +5 cha bonus + 5 int bonus.) 80 DPR in cantrip mode.
CANTRIPS:
A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.
Baruk Khazâd! Khazâd ai-mênu!
Dang, missed that one. Thanks!I'd think the wis 19 item would be a bit better for a barb, given how the barbarian is likely going to max their str and con anyway, and it's always good to be wise and thus less fear/ dominate-able.
I'm in a series of games that allows for one uncommon magic item of your choice, and you start at 5th level.
The unarmored barbarian with maxxed DEX/CON and gauntlets of ogre power is always on my mind.
Actually, yes, cantrips are spells. Yes, they are also level 0.Very nice.
It's one of Tolkiens dwarven languages. It's a dwarven battle cry: "axes of the dwarves, the dwarves are upon you."Quote from: NumberKruncher
Baruk Khazâd! Khazâd ai-mênu!
So hey, what language is this, and what does it say?
Dang, missed that one. Thanks!I'd think the wis 19 item would be a bit better for a barb, given how the barbarian is likely going to max their str and con anyway, and it's always good to be wise and thus less fear/ dominate-able.
I'm in a series of games that allows for one uncommon magic item of your choice, and you start at 5th level.
The unarmored barbarian with maxxed DEX/CON and gauntlets of ogre power is always on my mind.
*exaggerated bow*Actually, yes, cantrips are spells. Yes, they are also level 0.Very nice.
Per-encounter-ish. If you cast hex, which is a biiiiiiig chunk of a warlock's damage, then you will only have 1 spell slot afterwords to spend on any of the warlock's spells until the later mid and late game... which takes a loooong time to get to in practice, and by then you will have better spells for those slots than DW. Seeing as there are typically 2-3 encounters/ short rest, using DW will only really give you a benefit one round of one encounter, which is likely going to be a bit less useful than most of your other options (which are either potentially long-term buffs, or potential encounter-winners like Hunger of Hadar, Fireball or Evard's Black Tentacles).
Looks like this will be the next player & DM splat
http://dnd.wizards.com/articles/news/scag
Elves live to be ~750 and mature by ~100. The Manual of Gainful Exercise & co. refresh every 100 years. Elves who begin adventuring as adults could theoretically get +12 to every stat if they find the books within their first 50 years of adventuring.
If they also manage to find a Rod of Security, they can avoid aging for 20 out of every 21 days, leaving the books somewhere secure while they hide away in an extraplanar space. The books not only boost their current stats but also increase the maximum on stats. As a result, an elf can get ~300 in all stats by the time they die.
Take that, Tiamat.
Tomes & Manuals: The first 5th edition TOThat's not an underline. Enhance!
They regain their power after 100 years and increase your maximum limit so an Elf can just keep the same book and use it again and again over their 700 year lifespan for a +14 Bonus & cap increase.
Interestingly enough due to the wide range of value, each Tome can cost as low as 5,001gp. Reddit's WBL (http://www.reddit.com/r/dndnext/comments/2r8kci/deconstructing_5e_typical_wealth_by_level/) page means you can own hundreds of them. 163 to be specific.
So theoretically there is a very old Elf out there with an Intelligence score of 2,302.
And if you're a Sorcerer, you know for all those Simulacrums of your self, you should take advantage of Wild Magic's 35~36 result as often as you can using the Lucky Feat to tweak the odds in your favor. That's right. I found NI Ability Scores in less than 24 hours of caring to read the books.
And if you're a Sorcerer, you know for all those Simulacrums of your self, you should take advantage of Wild Magic's 35~36 result as often as you can using the Lucky Feat to tweak the odds in your favor. That's right. I found NI Ability Scores in less than 24 hours of caring to read the books.
The Druid route is a lot more stable. I'd even go so far as to say the Wild Magic approach is unreliable and statistically unworkable. Wild Magic relies on a 3.96% chance to trigger {35-36} when you get a Surge (factoring in Controlled Chaos), which is purely DM determined. But we'll set that aside. (Because so is magic item acquisition, though even 1 of the 6 books is enough for shenanigans (and the Rod of Security--while delicious icing on the cake--isn't truly necessary with Druid 18 an option). Plus there are guidelines for crafting the books between adventures in DMG.)Tomes & Manuals: The first 5th edition TOThat's not an underline. Enhance!
They regain their power after 100 years and increase your maximum limit so an Elf can just keep the same book and use it again and again over their 700 year lifespan for a +14 Bonus & cap increase.
Interestingly enough due to the wide range of value, each Tome can cost as low as 5,001gp. Reddit's WBL (http://www.reddit.com/r/dndnext/comments/2r8kci/deconstructing_5e_typical_wealth_by_level/) page means you can own hundreds of them. 163 to be specific.
So theoretically there is a very old Elf out there with an Intelligence score of 2,302.
And if you're a Sorcerer, you know for all those Simulacrums of your self, you should take advantage of Wild Magic's 35~36 result as often as you can using the Lucky Feat to tweak the odds in your favor. That's right. I found NI Ability Scores in less than 24 hours of caring to read the books.And if you're a Sorcerer, you know for all those Simulacrums of your self, you should take advantage of Wild Magic's 35~36 result as often as you can using the Lucky Feat to tweak the odds in your favor. That's right. I found NI Ability Scores in less than 24 hours of caring to read the books.
But Druid is a nice addition to the trick.
The 20 cap in the PHB is specific to the ASIs in class levels, feats, and (I think) racial ability score adjustments.Yep, they already printed magical items that take your ability scores over 20, like the strength belt which goes up to 29.
@Childe, Wild Magic is a theoretical point. If you're complaining how unlikely something is, you've missed the point everyone else already got. Also, seriously you complained you couldn't get magical items as part of your point, guess what the Tome is. :rolleyes
The 20 cap in the PHB is specific to the ASIs in class levels, feats, and (I think) racial ability score adjustments.Yep, they already printed magical items that take your ability scores over 20, like the strength belt which goes up to 29.
Tomes increase the cap through.
Why doesnt matter so long as you name this guy Sea Panda.
Nope. Both versions of unarmored defense are alternate AC calculations with conditions. The draconic sorcerer ability is an alternate AC calculation with a condition. If you have both, you choose one calculation or the other.
The only things I can think of that stack with such abilities are items like Bracers of Defense that explicitly add onto existing AC instead of offering a different calculation.
AmbuscadeSurprise Rounds are back as a Class Feature! Now imagine a Fighter 11 / Rogue 3 / Ranger 1, double dice, triple attack, and a total of three Attack Actions before it's opponent acts if it wins Initiative.
Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.
If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
Hit Points Hit Dice: 2d6 per ranger level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 2d6 (or 7) + your Constitution modifier per ranger level after 1st
Wanderers
Rangers are the ultimate survivors. They can wander a barren wilderness alone for months, living only on what they find. A group with a ranger has a significantly easier time surviving in the wilds.
Key Mechanics: Natural Explorer, 2d6 Hit Dice. The Natural Explorer mechanic from the Player’s Handbook makes the ranger the best character to have along on wilderness adventures. Upgraded Hit Dice make rangers as durable as barbarians, even as they gain a more reliable number of hit points compared to the barbarian’s d12. In addition, having a higher total number of Hit Dice means a ranger can more efficiently heal with short rests, providing finer control over how much healing to shoot for when spending Hit Dice.
Guardian benefits also have no listed duration, instead lasting until used. So once per day the Ranger can grant up to 10 Creatures 2d6+WisMod Temp HP that lasts until it's depleted. So that's actually pretty nice, I mean who really includes the mules pulling the cart? Alternatively, you can choose to the same as bonus slashing damage on a Creature's next attack. This really can crank up the potential outcome (+20d6+50) but I don't expect a lot of parties to have ten combat worthy creatures in it. :p
First paragraph of Spirit Companion says this is a once per short rest ability.Oooh yeah Short Rest is like an hour sitting around doing nothing. So it's more than once per day.
I'm surprised it hasn't been mentioned more often as a benefit of Pact of the Blade, now I think about it.
It depends on how you read it.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.Really there is only two ways to read it, it replaces your "creation" or it's resummoned along side your pact weapon.
Nunkuruji, you believe that a 2 level dip into sorcerer for quicken would make the cantrip viable, at least?
Ok. Umm, more dumb stuff. With the new UA for Rune Scribes and Radar builds. It's pretty convoluted. Yes, I know echolocation doesn't work like that. But you don't really need it anyway. That's just for funsies and rules-laywering. Cast a spell, kill the hell out of someone. But when you don't cast the spell, most stuff within a mile of you can be killed the hell out of. It's good either way.
Make an Eagle Barb 6/ Moon Druid 9 thing for wildshape radar. But make sure you find a Pennant of the Vind (Air Rune) and become a Rune Scribe as well. Even one level will do.
Cast Scry on your target (the BBEG, but anyone really). You now see them.
Wildshape into a Killer Whale (so you have 1 mile eagle barb blindsight through the scrying sensor). It's now very hard for them to hide. Echolocation doesn't work like this, but if you're not deaf, it might. It's not definitely sonar (you may not have to sound "ping" them for a report), you can still passively "see" with the sound others make, and you can hear them through the scrying sensor.
Use the Shrieking Bolt complex property of your rune (with your tail or flipper) with as high of a spell slot as you can to assassinate your target. Do it repeatedly. Until they're dead. Push them off a cliff or something if the opportunity presents itself.
Have a drink and a rest. You just killed the BBEG in under an hour. Without having to go anywhere. Job's a good'un, you deserve it.
Yep. Plane wide assassination range. You don't even really need the barb/wildshape radar. Just the Scry spell and a Pennant of the Vind and a level of Rune Scribe. Everyone's a potential target. You can see them, you can kill them.
The Monk's Way of the Dark Soul is also pretty mediocre, it's a shame his damage heal only works on exactly 0 HP instead of less than.
You are correct. There are no negative HP in 5e.The Monk's Way of the Dark Soul is also pretty mediocre, it's a shame his damage heal only works on exactly 0 HP instead of less than.
I may have missed it, but nothing is covered between 0 and "instant death", in the combat section of the PHB relative to hit points. This suggests to me that there is no such thing (only regarding hit points mind) as "less than" 0 hp. If this is correct, does that alter your view of the Long Death's abilities?
You are correct. There are no negative HP in 5e.
Instant DeathYou may have "0" HP instead of "-12", but you still track the damage. Essentially you can go to your max HP in the "negatives" from a single attack, through it implies you're supposed to track the remaining damage. Because that's not confusing at all right? :rolleyes
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
Mastery of Deathvs
Beginning at the 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
Relentless RageAlso kind of sucks, at least copypasta it for consistency or come out and say the Monk's ability is supposed to be a better than the Barbarian's.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
But you can't nickel and dime up to that amount.Maybe, misread your post. Need more coffee real quick.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.3 Failures at any point on time since you hit 0 HP = death. So you can "nickle and dime" someone to death, but not in the Massive Damage sort of way.
In third edition, you can use monster statistics included in an adventure as a guide. Monster distribution in this edition is fairly close to the distribution in fifth edition. As in earlier editions, such creatures often deal lower damage and have fewer hit points than their fifth edition counterparts. Most statistics in third edition include the creature’s ability scores. Use the following parameters:So you can easily port in your favorite splat monster from 5th, except for damage figures. All well, play it in hard (easy?) mode and run it directly.
• Armor Class can be an average of touch AC and actual AC, or 20 percent lower than in third edition. The upper limit is 22.
• Attack roll modifiers are the appropriate ability score modifier + 3.
• Saving throw DCs are 10 + the appropriate ability score modifier.
• If a creature has to make a check or saving throw, use its ability score modifiers. Grant it a +3 bonus if it should be good at the roll.
Monster Groups. If a group of monsters has 7 or more members, it should be evaluated to see if numbers should be reduced. Such a reduction is especially important for player characters of lower than 5th level.
Spells. For spells, use the most closely matching spells from the fifth edition Player’s Handbook. You can assign spellcasters cantrips, but doing so is optional. Third edition’s 0-level spells can be used as guidelines for such selections.
Traps. For traps, improvise by using the guidelines in chapter 5 of the Dungeon Master’s Guide. Your best tools are the Trap Save DCs and Attack Bonuses and Damage Severity by Level tables from that chapter. Keep copies of those tables handy. Also, keep falling damage in mind.
Treasure. Adventures in previous editions often contain more treasure than is common in fifth edition. In third edition, NPCs were especially rich sources of magic items. When improvising, give out only the treasure you’re happy with the characters acquiring.
And I like the direct port on every 3rd Edition Cantrip/Orison. That opens a ton of "new" content to mess with.I don't think that's what it's saying at all. I think it's saying "based on what 0th level spells they had in 3.5, choose similar cantrips for them in 5e."
I don't think that's what it's saying at all. I think it's saying "based on what 0th level spells they had in 3.5, choose similar cantrips for them in 5e."Maybe.
Spells
Pick spells known as if creating a new character of the appropriate level. You can base the choice of spells known on those from previous editions. Similarly, you can base your choice of cantrips on at-will powers the character knows in fourth edition.
The DM is the arbiter of whether and how a spell that doesn’t exist in fifth edition can be converted.
Read, and I don't think it changes anything. Basing your choice of spells known in 5e on at-wills from 4e doesn't mean you just make a 4e power become a 5e spell. If there's no analog, you can work with your DM to convert and modify appropriately, but there's no blanket equivalence rule.I don't think that's what it's saying at all. I think it's saying "based on what 0th level spells they had in 3.5, choose similar cantrips for them in 5e."Maybe.
Yeah I see what you're meaning, but
(I seriously wish I had more than four seconds to spare a thought to any one subject today)
Read this for meQuoteSpells
Pick spells known as if creating a new character of the appropriate level. You can base the choice of spells known on those from previous editions. Similarly, you can base your choice of cantrips on at-will powers the character knows in fourth edition.
The DM is the arbiter of whether and how a spell that doesn’t exist in fifth edition can be converted.
Sleep is by far the best first level offensive spell in the PHB for use against a single target.Not really.
and with a 9th level slot it comes in just below Power Word Kill on average (94.5 HP vs 100)--though it's max damage is much higher. (168 HP)Or you could use a 7th level Slot to banish them to one of the elemental planes they won't survive on. Heck choose the Swamp of Oblivion and they can't return for 100 years so unless you're an elf and your target is another such long lived creature problem solved.
Sleep is by far the best first level offensive spell in the PHB for use against a single target.Not really.
On a failed save,...
...and assuming 5d8>their HP...
...and they are not Undead or immune to Charm,...
...Sleep renders them unconscious for ten rounds. At that point you can starting running away from the encounter with a high chance of success, which flight or mounts, or fast running speeds can already do..... Oh you meant offensively. Well you get one double-dice attack against it then it just wakes up.
...Which means it really just deals 8d10 (44) damage if you follow up with a Cantrip, which is only two points higher than a Warlock using Antagonizing Blast...
...except his is Saveless and works against any type of Creature of any CR or remaining HP.
and with a 9th level slot it comes in just below Power Word Kill on average (94.5 HP vs 100)--though it's max damage is much higher. (168 HP)Or you could use a 7th level Slot to banish them to one of the elemental planes they won't survive on. Heck choose the Swamp of Oblivion and they can't return for 100 years so unless you're an elf and your target is another such long lived creature problem solved.
Playing a god caster still seems to pay off more than blasting since most control spells will grant advantage to everyone else in the party (and sometimes auto criticals).You know, I almost wonder if the Bard isn't the king of God play now.
SorO was referring to Plane shift, which can indeed banish creatures to a plane of the caster's choice and is a 7th level spell...
I don't think you get your proficiency bonus on that either, which means on an average roll of 10 you'd only be able to counter up to a 5th level spell.
For a rogue/fighter or rogue/bard, Reliable Talent does work with Remarkable Athlete and Jack of All Trades.
Natural Explorer
At 3rd level, you gain the ranger class feature of the same name, with the following alteration: You choose additional favored terrain types at 7th and 15th level.
Natural Explorer
You are a master of navigating the natural world,
and you react with swift and decisive action
when attacked. This grants you the following
benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have
advantage on attack rolls against creatures
that have not yet acted.
In addition, you are skilled at navigating the
wilderness. You gain the following benefits when
traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s
travel.
• Your group can’t become lost except by
magical means.
• Even when you are engaged in another activity
while traveling (such as foraging, navigating,
or tracking), you remain alert to danger.
• If you are traveling alone, you can move
stealthily at a normal pace.
• When you forage, you find twice as much food
as you normally would.
• While tracking other creatures, you also learn
their exact number, their sizes, and how long
ago they passed through the area.
That's a pretty sketchy interpretation taking advantage of two sets of playtest material that may not see publication, but it's RAW.
Even when you are engaged in another activity
while traveling (such as foraging, navigating,
or tracking), you remain alert to danger.
• While tracking other creatures, you also learn
their exact number, their sizes, and how long
ago they passed through the area.
One of the WotC writers tweeted the new-ranger/scout-fighter thing as a legit interpretation. Can't find the tweet, but I saw it last night.That's a pretty sketchy interpretation taking advantage of two sets of playtest material that may not see publication, but it's RAW.
oh, I know that it's on thin ice, and very very prone to "book to head" but thought it should be pointed out!
One of the WotC writers tweeted the new-ranger/scout-fighter thing as a legit interpretation. Can't find the tweet, but I saw it last night.That's a pretty sketchy interpretation taking advantage of two sets of playtest material that may not see publication, but it's RAW.
oh, I know that it's on thin ice, and very very prone to "book to head" but thought it should be pointed out!
I could swear he said it, but looking back on his timeline, I'm not seeing the tweet. I'm wondering if he changed his mind and deleted the tweet after.One of the WotC writers tweeted the new-ranger/scout-fighter thing as a legit interpretation. Can't find the tweet, but I saw it last night.That's a pretty sketchy interpretation taking advantage of two sets of playtest material that may not see publication, but it's RAW.
oh, I know that it's on thin ice, and very very prone to "book to head" but thought it should be pointed out!
If it didn't come from Crawford, I'd take it with a grain of salt, but in my mind that means an official version of the Scout fighter will have its own archetype feature instead of referencing the ranger feature.
I could swear he said it, but looking back on his timeline, I'm not seeing the tweet. I'm wondering if he changed his mind and deleted the tweet after.One of the WotC writers tweeted the new-ranger/scout-fighter thing as a legit interpretation. Can't find the tweet, but I saw it last night.That's a pretty sketchy interpretation taking advantage of two sets of playtest material that may not see publication, but it's RAW.
oh, I know that it's on thin ice, and very very prone to "book to head" but thought it should be pointed out!
If it didn't come from Crawford, I'd take it with a grain of salt, but in my mind that means an official version of the Scout fighter will have its own archetype feature instead of referencing the ranger feature.
Ah, there we go. He just replied, rather than quote-replying like usual. No wonder I had trouble.I could swear he said it, but looking back on his timeline, I'm not seeing the tweet. I'm wondering if he changed his mind and deleted the tweet after.One of the WotC writers tweeted the new-ranger/scout-fighter thing as a legit interpretation. Can't find the tweet, but I saw it last night.That's a pretty sketchy interpretation taking advantage of two sets of playtest material that may not see publication, but it's RAW.
oh, I know that it's on thin ice, and very very prone to "book to head" but thought it should be pointed out!
If it didn't come from Crawford, I'd take it with a grain of salt, but in my mind that means an official version of the Scout fighter will have its own archetype feature instead of referencing the ranger feature.
https://twitter.com/mikemearls/status/779180922797076480
It came from Mearls. He's an idea guy but not very consistent about rules, and he doesn't seem to have much if any input into things like Sage Advice that clarify rules interactions or balancing.
So anyway these classes and archetypes get to use their Magical Secrets with their slots per RAW:
Bard
Eldritch Knight
Arcane Trickster
Ranger (PHB and UA versions)
Is there anything interesting that can be done with that?
hmm , I recall that tweet-rata , but I think the (gone) wotc c.o. ignored this kind of class specifics.
I'm willing to admit "they" were wrong :p
But how does this change EK with MI feat , that then goes into Wizard or Warlock or both?
(odd thinking , might be the slightly off egg-nog) ...
Cha > Con > Wis > 3 dump stats , on Fighter EK , no that can't work can it ?
Magic Initiate: warlock indeed looks very attractive to the Eldritch Knight. Hex and Booming Blade are both independent of casting ability score modifiers and fit on any of the listed classes, and Hex is particularly useful on the Eldritch Knight for its number of attacks a fighter gets ...
Sorry didn't read the whole thread but ...
...any fun finds for single-class Warlocks?
Okay, Jerk A stabs out the eyes of victim B causing the blindness condition.
Cleric C casts Lesser Restoration on Victim B, removing the blindness condition
What does Victim B's face look like?
As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest
Frost Fingers
IDRotF
p318
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Rolling 9 times, you have an (approximately) 18/20, or 90%, chance to score a critical hit each turn, which you choose to apply your sneak attack damage to. Feel free to take the other 12 levels in rogue, and just crit it very hard.
I'm not amazing at statistics, so someone fact check this for me, but 9 rolls fishing for a 19+ is only a 61% chance, right?
Rolling 9 times, you have an (approximately) 18/20, or 90%, chance to score a critical hit each turn, which you choose to apply your sneak attack damage to. Feel free to take the other 12 levels in rogue, and just crit it very hard.
I'm not amazing at statistics, so someone fact check this for me, but 9 rolls fishing for a 19+ is only a 61% chance, right?