Well, you could reasonably pay extra to get someone to craft an all-metal javelin. Not sure if it would generally be worth it, though, unless your DM approves barbed javelins that are therefore difficult to remove.
But I could see it before I chucked it 60 yards at the target? Would it be better to heat the metal before or after? Could the Heat Metal cool off in mid-flight?
But I could see it before I chucked it 60 yards at the target? Would it be better to heat the metal before or after? Could the Heat Metal cool off in mid-flight?
*shrug* #dreamer
Heat metal lasts as long as you concentrate on it. The problem is that if you cast Heat Metal before you throw the metal javelin, *you'll* be the one hit by the spell and having to drop the javelin. So that would defeat the point.
i don't know if this has been named already, but barkskin + wildshape into a giant constrictor snake, your AC is bumped up from 12 to 16 and if you manage to use constrict on a target they will have to get past AC 16 with disadvantage every time, for even more chances of succes take the warcaster trait so you get that advantage on maintaining your concentration once you do take damage. while keeping a steady 2d8 + 4 bludgeoning damage on them every round.
+ the blindsight, swim speed and 60 hp (higher then most CR 2 creatures) makes it often my go-to when fighting enemies few in numbers
This worked great for me in the past against single targets, especially ones with low strength like mages. occupying them while your party members do their thing.
Move the sphere behind them and hold them in place. They'll take damage from the sphere at the end of their turn, and you can ram it into them as a bonus action on your turn.
Other than with wildshape, I don't really like barkskin, and as Jays pointed out, it might be at least as worthwhile concentrating on other druid spells.
Would add in spells that manipulate the environment. Plant growth can essentially make you a mini walled camp. Especially if combined with speak with plants which would let you reinforce the walls more. And ask nature things when people run off into it/ hide. (imagine talking to trees or grass when someone is hiding in it. Hard to nat 20 hide when a plant is telling you that someone is on them.)
Speak with animals, animal friendship. Useful for when your party could use a little hint or need some info you normally wouldn't get. Maybe get a heads up on an ambush?
Maintaining a spell while whildshaped is very good. Pass without a trace when you need to sneak, call lightning a nice one. If you have to support people. Nature spirit and be a high hit point wall that can toss an ally into the green healing fountain so you can turn and maul people. Moonbeam a fool who wanted to mess with you. Essentially, if you can concentrate on a spell while in a wildshape. You may as well. Especially when your only bonus action would be to convert a spell slot to healing yourself.
Non-instantaneous effects of spells are considered magical. Spike growth is a concentration spell with a duration of 10 minutes.
Yes, the effect is indeed magical. But that is not exactly the same thing as saying that the damage done counts as magical damage. For another disputed example, we can look at Hunter's Mark, which is also a concentration spell. Since the rulings about it are conrtradictory, it's fair to say that you would need to ask your DM whether piercing damage from Spike Growth counts as magical for the purposes of overcoming damage resistance.
I feel like you are grasping at straws. The effect is magical and does damage. Using idiomatic English, that is magical damage. If you are requiring that a spell specifically says its damage is magical, then nearly no magic does magical damage. That is a Bad position to take.
Then why is there still controversy regarding the damage done by Hunter's Mark? It's a spell that requires concentration and the damage is done by the spikes themselves as physical objects, not as jets of magical energy.
As a DM, I would probably allow the damage from Spike Growth to be considered magical, but that does not erase the ambiguity concerning the rules, which the player should be aware of when choosing spells.
My javelin begs to differ
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Modern day javelins may be made of entirely of metal, but medieval ones sure weren't.
You win this round, historical facts
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Well, you could reasonably pay extra to get someone to craft an all-metal javelin. Not sure if it would generally be worth it, though, unless your DM approves barbed javelins that are therefore difficult to remove.
But I could see it before I chucked it 60 yards at the target?
Would it be better to heat the metal before or after?
Could the Heat Metal cool off in mid-flight?
*shrug* #dreamer
Heat metal lasts as long as you concentrate on it. The problem is that if you cast Heat Metal before you throw the metal javelin, *you'll* be the one hit by the spell and having to drop the javelin. So that would defeat the point.
i don't know if this has been named already, but barkskin + wildshape into a giant constrictor snake, your AC is bumped up from 12 to 16 and if you manage to use constrict on a target they will have to get past AC 16 with disadvantage every time, for even more chances of succes take the warcaster trait so you get that advantage on maintaining your concentration once you do take damage. while keeping a steady 2d8 + 4 bludgeoning damage on them every round.
+ the blindsight, swim speed and 60 hp (higher then most CR 2 creatures) makes it often my go-to when fighting enemies few in numbers
This worked great for me in the past against single targets, especially ones with low strength like mages. occupying them while your party members do their thing.
H O L Y S H I T A K I
'Tis a good combo. I also like Giant Constrictor Snake + Flaming Sphere.
Move the sphere behind them and hold them in place. They'll take damage from the sphere at the end of their turn, and you can ram it into them as a bonus action on your turn.
Other than with wildshape, I don't really like barkskin, and as Jays pointed out, it might be at least as worthwhile concentrating on other druid spells.
just take the ones that you think sound cool
other than that conjure animals, goodberry and cure wounds might be useful, and spike growth can be used to create an meat grinder
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Question:
spike growth. It says looks natural. But are the spikes and thorns, specifically the thorns, magical, or are they considered non-magical?
i ask, because I posture what if you then cast plant growth, on your spike growth, to then make the thorns go from a 20ft radius to a 100 ft radius.
Blank
As Spike Growth requires concentration to maintain the spikes, I would say they are magical.
As a dm
ruling sure. But RAW, are they considered magical?
or does losing your concentration they just shrink down and are a non factor vs disappear completely.
Blank
Non-instantaneous effects of spells are considered magical. Spike growth is a concentration spell with a duration of 10 minutes.
Another great cantrip option: Primal Savagery. It scales really well, especially in later levels
Would add in spells that manipulate the environment. Plant growth can essentially make you a mini walled camp. Especially if combined with speak with plants which would let you reinforce the walls more. And ask nature things when people run off into it/ hide. (imagine talking to trees or grass when someone is hiding in it. Hard to nat 20 hide when a plant is telling you that someone is on them.)
Speak with animals, animal friendship. Useful for when your party could use a little hint or need some info you normally wouldn't get. Maybe get a heads up on an ambush?
Maintaining a spell while whildshaped is very good. Pass without a trace when you need to sneak, call lightning a nice one. If you have to support people. Nature spirit and be a high hit point wall that can toss an ally into the green healing fountain so you can turn and maul people. Moonbeam a fool who wanted to mess with you. Essentially, if you can concentrate on a spell while in a wildshape. You may as well. Especially when your only bonus action would be to convert a spell slot to healing yourself.
Yes, the effect is indeed magical. But that is not exactly the same thing as saying that the damage done counts as magical damage. For another disputed example, we can look at Hunter's Mark, which is also a concentration spell. Since the rulings about it are conrtradictory, it's fair to say that you would need to ask your DM whether piercing damage from Spike Growth counts as magical for the purposes of overcoming damage resistance.
I feel like you are grasping at straws. The effect is magical and does damage. Using idiomatic English, that is magical damage. If you are requiring that a spell specifically says its damage is magical, then nearly no magic does magical damage. That is a Bad position to take.
Then why is there still controversy regarding the damage done by Hunter's Mark? It's a spell that requires concentration and the damage is done by the spikes themselves as physical objects, not as jets of magical energy.
As a DM, I would probably allow the damage from Spike Growth to be considered magical, but that does not erase the ambiguity concerning the rules, which the player should be aware of when choosing spells.