Not Green-Flame Blade, Flame Blade.
Though while we're here, GFB isn't as bad as that, IMO. If you're in melee with the enemy, you can't Disengage and Booming Blade, unless you're a Rogue, so most of the time you're not really going anywhere and so why does it matter if the enemy is stuck standing there? Green-Flame Blade is quite nice for those situations where there are multiple enemies next to each other, which aren't particularly uncommon. I'm not saying it's better than Booming Blade, but they're both useful in different ways.
RAW from here casting another concentration spell breaks concentration.
>Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
>Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
And just before that it says a spell requires concentration if it has concentration in the duration entry.
>If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
See also Jeremy Crawford here
>Doesn't matter. The moment you start casting it, the other spell is done.
Booming Blade has great synergy with Spore Druids. Druids get Flaming Sphere, a spell that forces enemies to move or take damage. This guarantees either the secondary damage from Booming Blade or the secondary damage from Flaming Sphere every turn.
I’m seeing boots of speed work for 10 minutes a day, not rounds. Which makes them all the more fantastic.
> When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest.
https://roll20.net/compendium/dnd5e/Boots%20of%20Speed#content
At first I was like "the range is Self not the target" but then I looked at this line of the spell rules:
>The target of a spell must be within the spell’s range
It goes on to say
>For a spell like Fireball, the target is the point in space where the ball of fire erupts.
Which means you are not only a legal target of Cone of Cold, but you are in fact the only creature who is a legal target. So when you cast CoC, it has two targets:
1) you, to place the origin of the cone
2) a 60ft cone infront of you, to determine where those who must save vs cold damage are.
So, from my reading of the rules, you are
A) a legal target of CoC, allowing you to replicate it through Find Greater Steed
B) not affected by the cold damage despite being a target of the spell. The spell essentially has two effects: one to place the cone AOE, one to activate it for cold damage. You are the target of the cone placement, the cone is the target of the cone activation.
>There’s nothing in the rules that states you need a free hand with the crossbow
You obviously need to read more closely. It's right there in the Ammunition property:
"(you need a free hand to load a one-handed weapon)"
I agree that there's no need to optimize, just get a lot of DEX. As for items, I like the following:
Uncommon Items:
Winged Boots (uncommon, fly 4 hrs/day, attunement: yes)
Goggles of Night (uncommon, grants +60' darkvision, attunement: no)
Bag of Holding (uncommon, attunement: no)
Immovable Rod (uncommon, attunement: no)
Decanter of Endless Water (uncommon, attunement: no)
Hat of Disguise
Rare Items:
Amulet of Health (gives you 19 CON, amazing if boring, probably the pick for Min/Max)
Cape of Mountebank
Helm of Teleportation
Portable Hole
Cloak of the Bat (rare, attunement: yes)
Mantle of Spell Resistance
Item details at https://roll20.net/compendium/dnd5e/CategoryIndex%3AItems#content if you don't have a DMG
Items by rarity (no descriptions) at http://donjon.bin.sh/5e/magic_items/
> What are the rules for falling objects in 5th Edition D&d?
There are no rules for that afaik. I tend to take fall damage rules: 1d6 damage every 10 feet. Maybe apply a multiplier on the weight, for every 200 pounds add 1d6? Or increase the damage die by 1 so it doesn't get out of hands. (so under 100 pounds it's 1d4, 100-200 is 1d6, 200-400 is 1d8, 400-600 is 1d10 and 600+ is 1d12).
> RAW is there anything preventing me from using Major/Minor Image to make a 15x15x15 boulder drop on an enemy?
Don't think so, it fits right in Illusory Reality imo.
> It's a little confusing when the spells describe things as images, are they 2D or 3D images?
They are 3D since they fill a square.
> In addition, if 3D illusions are considered "real" what's stopping me from making a 15x15x15 Adamantium cage around the BBEG?
Pretty sure Adamantium is considered magical since all adamantium armors are. Same for Mithral.
Even if you do an Adamantine cage isn't unbreakable, there are rules for it : https://roll20.net/compendium/dnd5e/Objects#content
Sill a good way to slow down enemies.
If your DM disagrees, he’s going completely against the written text verbatim, which is possible, but not a game I’d want to be a part of as its prone to make whole class features useless on a whim.
You can communicate telepathically with the familiar, so your DM would also have to homebrew a rule stating telepathy requires an action or bonus action.
Unless your DM is running some nonsense game where the rules are made up and the books don’t matter, the Imp gets its own actions and initiative.
https://roll20.net/compendium/dnd5e/Find%20Familiar#content
Per the written word of the rules, no. Free advantage
I totally agree that recursive counterspelling doesn't make much sense from a narrative perspective. However, I think it's allowed by the rules.
>You can't cast two spells in the same turn, unless one of them is a cantrip. Counterspell is a spell, so is the spell you're casting.
The actual rule says that if you cast a spell with a casting time of 1 bonus action, you can’t cast another spell during the same turn, except for a cantrip with a Casting Time of 1 action. If you used your action to cast the spell, there's no limit on counterspell here.
>Next, casting a spell counts as a sort of sub-concentration, in that you have to concentrate on casting it, but it doesn't count as concentrating on a spell. This concentration can be broken by a number of things, such as being hit, a counterspell, or frankly, casting a different spell.
Can you point me to where you are finding this rule? (this is 5e right?) Obviously if you dislike the thematic issues, the rule can be whatever the DM wants, but I am pretty sure that the written rules allow for countering a counterspell.
I see "rounded down" on this page. I don't have my copy of the PHB right now but I thought it said round down too. I know it's round down for 1/3rd casters (AT and EK).
6.5k is just tipping into level 5. (Edited for Damage Maths)
https://roll20.net/compendium/dnd5e/Sun%20Blade#content A Sunblade is a +2 D8 finesse weapon (longsword) with a bonus D8 vs Undead.
Helf: Bard 1, Hexblade 1, Swords Bard 4
At level 5 you have:
Str 8
Dex 13+1 14
Con 15+1 16
Int 10
Wis 10
Cha 14+2 +2 =18
I assume you can get some scratch for a breastplate? With the medium armor Prof and shield prof from Hexblade you can get AC 18. You've got 43 hp (11 + 4(5+3)). You're at +9 to hit with the Sunblade and are doing It's D8+2 Sunblade, +2 Duelist, +4 CHA, + D6 Hex (10 minimum damage, ave 16. damage) with proficiencies in any 5 skills of your choice (HELF) and darkvision and immunity to sleep etc. Plus bardic expertise and your flourishes.
In the next two levels you get L5 spells, font of inspiration, D8 inspirations (and thus flourishes) and an extra attack. In the next 4 you'll get L4 spells and will have maxed out your primary attacking AND casting stat.
But your other ideas are nice too. :)
VUman (polearm master) F2 (GWF) is possible, F2(Dueling) doesn't stack because you are wielding the weapon in both hands.
https://roll20.net/compendium/dnd5e/Fighter#toc_7
Where are you getting the magic from? And what's the maximum damage for highest damage output?
Here is a really fun one trick pony hybrid bark/hexblade. The goal is to hit and pass out temp hp like candy. In the link is a level 6 & 9. You bolster speech and create your aura then use your basic attack (which is eldritch blast!). You are also focused to turn all your attacks into fire damage for even more damage. You also get your warlock curse for that extra d6!
Take a look at the pdfs above and maybe it will strike some inspiration.
Enjoy storming the castle!
Fight Club 5th Edition is what me and my players use. It takes a bit to get used to it, bit it's very useful especially if you're wanting to use homebrew content as well
Hmmm it seems to be working for me... here’s the URL: https://apps.apple.com/us/app/fifth-edition-character-sheet/id967650851b And here’s the link to the android version: https://play.google.com/store/apps/details?id=com.wgkammerer.testgui.basiccharactersheet.app&hl=en_US
You could use this book. Since it's so rare it's worth a pretty penny, so you would definitely never ever want to go see if Google will send you to a definitely most certainly not illegal PDF.
Just a note, there are some VERY broken spells in that book, consult your DM first.
Oh yeah and in case it's not obvious, the book is NSFW.
I'm always a little hesitant with recommending Yuan-ti characters, generally RAW/the creators describe them as emotionless or at least cold-blooded by nature and L/E by allignment. That being said your DM and you as the player can easily handwaive this BUT considering you're running Tomb of Annihilation there are LOADS of Yuan-ti on Chult and if you're really far from the flavor of them in said campaign you may feel a bit out of place.
​
I personally built and played a Yuan-ti Warlock myself but with very different flavor. I built him as a Celestial Warlock, and his patron was a Coatl, and I've always thought he was a perfect flavor for exploring the jungles of Chult. https://roll20.net/compendium/dnd5e/Couatl#content
​
The idea of his character was that he was inherently L/E as that was normal for a Yuan-ti but that he became "blessed" by his patron which fundamentally changed his personality/alignment. Now he's essentially a being who's whole society is based are slavery, mutilation, and ritual experimentation but he's suddenly able to recognize that these things are evil and has to cope with that. ADDITIONALLY it is super fun playing a character that was emotionless for their whole life and is now suddenly discovering what it's like to feel for the first time.
​
I always imaged him with an Aztec flavoring, and again this really fits the jungle thematic of the campaign.
​
That being said your cowboy idea certainly does bring a whole new meaning to the phrase "there's a snake in my boot", follow that player compass, if this is what you want to do, then fuck the flavor of the campaign and do it. Honestly the build you listed above could really go anyway you want, and a hexblade warlock is always going to strong regardless of how you build it
So you are saying the Dagger of Venom 2d10 poison damage wont get doubled from a critical strike either?
This makes sense I suppose but I still am not sure where that is written down.
So I'm just gonna give you this and this and let you answer the question yourself. Conditions explicitly state whether or not they give advantage and spells explicitly state the conditions they inflict. If there are other conditions affecting the target, such as restrained, you can determine if that condition persists through the attacks.
I have an an app called 5th edition character sheet.
https://play.google.com/store/apps/details?id=com.wgkammerer.testgui.basiccharactersheet.app
Single developer has all source materials. Has pretty much everything you need.
Dry erase is great, yeah. Use different colors to help signify terrain differences or stairs or whatever.
Consider IRL table space! There are some great vinyl battlemaps that an unfurl to be table swallowers. I'm a fan of folding boards so you can tweak the scale
My recommendation -- multiple boards, all of which fold. Can be daisy chained to make a massive 26" x 44" tableswallower or a 13"x22" compact map.
Lowest tech option is some butcher paper, a yard stick, and a sharpie.
If you want to do this but with less steps, just convert your character to Spell Points. It's a variant rule in that obscure reference manual nobody's read.
Basically, no more spell slots. You get a fistful of points, and it costs X points to cast a spell at a given level. Not super compatible with Warlock, but works for the others.
As an example, a Level 6 Wizard would have 32 Spell Points per Long Rest, getting back 6 Spell Points back with Arcane Recovery.
To cast Fireball, they need to burn 5 spell points. If they really want to dominate a fight, they could cast 6-7 Fireballs in a day and still have some room for Mage Armor and that one spell they use during exploration.
Thanks! It's an experiment; it may or may not lead to good things. It's inspired by reading Characteristics of Games (https://www.amazon.com/dp/B08FZMBZ4G/), especially the section on issues with single-player vs. two-player vs. multiplayer games.
> A cleric with the “city domain”, literally deriving their divine magic from New York
If you enjoy that concept, I highly recommend the Detroit Free Zone trilogy. The first book is (Minimum Wage Magic)[https://www.amazon.com/Minimum-Wage-Magic-DFZ-Book-ebook/dp/B07JWFDM2F].
Be sure to buy all the adventurer's tools, especially the ones which can be reused like the caltrops, ball bearings, manacles or the hunting trap. If you don't have anything else to do with your bonus action these can boost your damage or area control.
Have you considered the deep gnome abjuration build?
If you take the deep gnome magic feat (XGtE?) you can cast an amazing 3rd level abjuration spell at will. You are essentially immune to Stradh's scrying, get 6HP to your ward as an action.
You won't get as many skills but will have a fun gimmick if you survive to 4th level.
Hmm, that's what I've thought from roll20:
>If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a Reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.
I read this as. Once you surprise attack somebody, you enter combat. And even if they roll higher initiative, they forgo their first action, letting you attack again.
Forge cleric is pretty fun. Identify, heat metal, and wall of fire are also good domain spells which they get.
Mine spent time gathering all the normally discarded bits of mundane treasure and transforming them into trade goods while resting. Notably, the 2 lb of gold for 100 gp, or 1/5 lb of platinum for 100 gp. Being able to essentially sell metal for 100% value is pretty good, but I can imagine not all DMs would allow it.
From Roll20 > 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. The Attack must use a Finesse or a ranged weapon.
So any attack that hits (you dont declare that you're using it before you attack), but can only use it once per turn.
You are looking for the Magic Jar spell, but you have to carry your old body with you everywhere you go.
I suggest being a gnome, around 40 lbs or fewer, and then finding a relatively uncharasmatic Goliath or Half-Orc that has bumped their STR/DEX/CON. Boom you are now an old gnome (400+ years) in the body of a young fresh beefy Half-Orc/Goliath. Sure you have a measily gnome body in your back pack and you cant have dispel magic cast on your for fear of death but hey, you did it!
Most in the monster manual do! Obviously this is a little DM reliant, but assuming no homebrew and all official stat blocks then you're good.
EDIT: Roll20 pulls from official srd. https://roll20.net/compendium/dnd5e/Monsters:Orc/#h-Orc
Orc has 2d8
Excerpt from the section titled "Ammunition":
>Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon)
There you go
So, a few options present themselves.
As other's have said, Sorcerer's aren't really viable since they don't get True Polymorph.
If your DM is cool with it, consider if they'd let you use the regular polymorph spell to transform into a dragon wyrmling, like this- https://roll20.net/compendium/dnd5e/Red%20Dragon%20Wyrmling#h-Red%20Dragon%20Wyrmling
That option is quite homebrew heavy/DM dependent, but it shouldn't be any more OP than a regular use of Polymorph to my eyes.
Other than that, consider Bard. You'd still have the fly and True Polymorph spells available.
This one can be useful. You only need the accordion labeled "combat variables" and "average damage calculator", usually. It knows how to calculate average damage with (dis)advantage, expanded crit range, multiple attacks, etc. It doesn't know about Elven Accuracy, unfortunately. For this case, you can't perfectly model the damage (since it assumes every attack will have the same dice), but if you do a rough average (like 3d8 smite damage on each attack, which is slightly too high if you hit 6+ attacks, but works OK), you can get it to work.
Ex. Assuming 8 attacks, 1d10 weapon, 3d8 smite, +13 to hit (+5 proficiency at level 15, +5 strength, +3 magic weapon), +8 to damage (+5 strength, +3 magic weapon), standard crit range:
Your average vanilla damage against an AC 16 target is 202. With GWM (-5 to hit bonus, +10 to damage modifier), it's 200. Raising the AC to 17 makes it 191.2 vs 185.2 (GWM).
With advantage, it swings in GWM's favor, as expected. The break even point with advantage is at AC 21, with 204.36 vs 204.26 (GWM).
This misses out on a crucial aspect of this scenario though: early smites deal more damage. In the AC 16 example, the vanilla attack hits 85% of the time, so its damage should probably drop by ~2d8 (since the 3d8 average is too higher after the 5th attack, and the last 2 attacks that hit have 1d8 lower smties). The true break even point is at AC 17.
Swashbuckler will solve any Opportunity Attacks you're dealing with while offering solid pirate flavor. Barb and Rogue combine really well; use a finesse weapon (not a glaive) but still apply it with strength to benefit from rage bonus, reckless attack, and sneak attack simultaneously. Might ask about retraining that PAM feat if desired.
Treating brooms like any mount makes sense to me, but doesn't use Animal Handling. Maybe whatever is highest between athletics and acrobatics. This also means you can ride hands-free, and it can hover in place. You could carry a person with you, but would need a free hand or a rope to carry an unwilling grappled target. Broom of Flying moves at 50 feet and carries up to 400 pounds but slows to 30 feet while holding over 200 pounds. If your barbarian himself is over 200 pounds, it may be time for a diet.
https://roll20.net/compendium/dnd5e/Broom%20of%20Flying#content
https://roll20.net/compendium/dnd5e/Mounts%20and%20Vehicles#content
Yep.
Dunno about keeping it fed, though... might be cheaper to let it starve to death, carve it up for quintillions of rations, and buy another elephant. You might get animal rights activists after you though.
hey guys,
I hope you don't mind looking my sheet over one last time. I made some updates with my scores, changed my abilities and equipment a little. I decided on using the lingering performance instead since my dex and str bonus are the same, weapon finesse didn't really help. I also added some bonus skills to my equipment.
Any last minute thoughts?
latest character sheet: https://drive.google.com/file/d/0Bz5FGwPHITnbOEJDZXUxRV9Ma2c/edit?usp=sharing
Thanks for your time,
~T
Thanks for the tip. I made some adjustments, but I'm not sure where to spend the rest of the money (I lose it if I don't spend it). Should I make the bow a masterwork version? I also redid some of the stats and am debating the spells/feats I've taken.
I keep going back and forth on using weapon finesse, improved intimidate and improved initiative. It's neat to add the str and cha for intimidate and one of the players (wizard) somehow managed a +15 to initiative, so I won't need to be super high there. What do you think?
As for spells, I keep swapping out dancing lights for ghost sound and charm person for silent image. Any advice on that as well?
updated sheet: https://drive.google.com/file/d/0Bz5FGwPHITnbZUVLZ3g0dGFNZzg/edit?usp=sharing
Thanks for your help,
~T
> ya the odds of getting both +3 plate and +3 shield are a lot lot smaller than the odds of getting just a +3 plate or +3 studded leather.
High level shields are more common than high level armour. Shield+3 is "very rare" whereas Armor+3 is "legendary".
But loot tables go even further than this, because they will give stuff like +1 Splint at lower levels, when there's not even really a reason to wear that over plate mail. Take the AL season 8 loot table:
https://www.docdroid.net/5x0IBM6/al-season-8-magic-items.pdf
+3 shield is available at the same time (tier 3-4) as +1 Studded Leather and +1 plate. Same cost too at 20 TP (well, ok, actually +1 plate is more expensive at 24 TP).
So..........+3 shield should not really be an issue, you should have that sometime around level 11-13 TBH. (+3 studded leather and +3 plate are the ones that will be incredibly rare).
Multiclass a war magic wizard with a artillerist artificer. Have your tiny eldritch cannon be a side pistol and your main attacks be your primary weapon (cantrips) get a broom of flying as your mighty steed. Have a familiar and cast dragon’s breath for some dps.
I’d recommend go artificer first then multiclass into 3 lvl war wizard particularly.
Did you mean a spell binder?!
Make each spell the size of a business card. Maybe two cards if it's a long one. Then grab some of these sleeve boys
Front half of the binder will be spells you have prepared, with their descriptions. Back half will be organized by level for your spells known. As you toggle cantrips and spells in and out at rests and levels, take in and out the spell cards from the front and back as needed.
Man, you can get a mic for cheap! Also: mic's come standard on a laptop, are often includes in a webcam, and are also often included in a headset.
DNDbeyond is a good tool but I prefer The Dungeon Developer's 5e Character Sheet along with their other apps. They both have their advantages so it mostly comes down to preference. Check them both out and chose the one you like best.
A general tip for a Wizard is to put rituals in your spell book, since you can cast those as rituals even when they're not prepared. Since you will have more spells in your spell book than you can prepare at any given level, this gives you more options after you've chosen your preparations. Some thematic 1st level rituals are: Alarm, Comprehend Languages, Detect Magic, Identify Less thematic for your divination character, but very useful nonetheless, are: Unseen Servant, Find Familiar
Well, I've almost mentioned all level 1 Wizard rituals now, let's do the rest too: Tenser's Floating Disk is useful when you need a magic wheelbarrow to haul a huge treasure from a dungeon. Not much else, really.
And don't choose Illusory Script. I'm not sure anybody has figured out how to use that spell.
By the way I use this app to filter spells: https://play.google.com/store/apps/details?id=com.delsorboilario.dnd
For characters with incredibly bad speech impediments that only go away while he's singing, I recommend reading Wielding a Red Sword by Piers Anthony.
Have you read The Gnoll Credo? It's really what inspired my love for them. It kinda puts them from definitely Evil to a nebulously violent Unaligned. It gives the whole species a really interesting moral outlook.
Listener and Humanis's links are excellent. If you're serious about trying it out, you can pick up the Beginner's Box; I have it, and it's a fantastic introduction to Pathfinder. It comes with a Player's Handbook and DM's Guide of sorts. Not the "full" Pathfinder game, but excellent at getting the basics down. Once you get your feet wet (whether it be just with the free options, or after the Beginner's Box) you can pick up the Core Rulebook and Bestiary and be good to go! I'd suggest picking up some of the Pathfinder Modules to start on- they do an excellent job of setting the tone and style for how Pathfinder is to be played. I suggest Master of the Fallen Fortress because it's free and a great place to start. Not much RP or real story, but it's a simple short intro to combat and environmental hazards.