Would you allow a Monk to use her Slow Fall ability to reduce the falling damage into a pit and at the same time use her Missile Deflection to dodge the spikes on the bottom? I know technically the spikes are not being fired or thrown (ooh that's a good idea!) from the bottom, but cinematically it would be cool.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
No. For two reasons. One, the spikes are not a missile, as you point out. Two, each of those abilities uses a reaction. You only get 1 reaction per round.
No. For two reasons. One, the spikes are not a missile, as you point out. Two, each of those abilities uses a reaction. You only get 1 reaction per round.
Unless you pick up the Cobalt Soul monk from the Tal'Dorei book. But you would have to private homebrew that at the moment.
I’d allow the monk to reduce up to 6 points of the damage for falling. But I’d make the monk take some damage from the spikes, even 1 point.
Maybe make it psychic damage at the horror of slowly being impaled on the spikes - they don't go in so far but it is slower and more a psychological blow.
The damage from pit spikes is making the presumption that the victim fell on them with force. Would the spikes cause the same damage if the victim were falling slowly?
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
The damage from pit spikes is making the presumption that the victim fell on them with force. Would the spikes cause the same damage if the victim were falling slowly?
That's a pretty good justification for applying Slow Fall's damage reduction to the damage from the spikes.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I'd give the Monk advantage on any saving throws for the spikes, or give them a saving throw against the damage if there normally isn't one. Give them a chance to straddle climactically overtop of the spikes.
Slow Fall doesn't come up much, so I don't see the harm in giving them an out in this kind of situation. But I wouldn't add Deflect Missiles into the mix, since that has a pretty specific usage.
Rollback Post to RevisionRollBack
Even a blind squirrel finds a nut once in awhile.
To post a comment, please login or register a new account.
Would you allow a Monk to use her Slow Fall ability to reduce the falling damage into a pit and at the same time use her Missile Deflection to dodge the spikes on the bottom? I know technically the spikes are not being fired or thrown (ooh that's a good idea!) from the bottom, but cinematically it would be cool.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Not only are the spikes not a ranged weapon attack, Slow Fall and Deflect Missile both use the monk's reaction. It would be cool, though.
Normally, when something like this happens, I just go make a subclass that can do what I want it to.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
No. For two reasons. One, the spikes are not a missile, as you point out. Two, each of those abilities uses a reaction. You only get 1 reaction per round.
Unless you pick up the Cobalt Soul monk from the Tal'Dorei book. But you would have to private homebrew that at the moment.
How to add Tooltips
I’d allow the monk to reduce up to 6 points of the damage for falling. But I’d make the monk take some damage from the spikes, even 1 point.
Professional computer geek
Maybe make it psychic damage at the horror of slowly being impaled on the spikes - they don't go in so far but it is slower and more a psychological blow.
How to add Tooltips
The damage from pit spikes is making the presumption that the victim fell on them with force. Would the spikes cause the same damage if the victim were falling slowly?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
That's a pretty good justification for applying Slow Fall's damage reduction to the damage from the spikes.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I'd give the Monk advantage on any saving throws for the spikes, or give them a saving throw against the damage if there normally isn't one. Give them a chance to straddle climactically overtop of the spikes.
Slow Fall doesn't come up much, so I don't see the harm in giving them an out in this kind of situation. But I wouldn't add Deflect Missiles into the mix, since that has a pretty specific usage.
Even a blind squirrel finds a nut once in awhile.